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i spent all day doing stupid shit
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@ -30,11 +30,9 @@ This ties together with the previous point - there's no guarantees that your PR
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## I want to help but don't know where to start
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If you want to help the project, consider getting involved with the [wiki](ntm.fandom.com) first. Writing an article is the easiest and quickest way of helping, and requires no programming knowledge. If you do know Java and want to help, consider these places first:
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If you want to help the project, consider getting involved with the [wiki](https://nucleartech.wiki/) first. Writing an article is the easiest and quickest way of helping, and requires no programming knowledge. If you do know Java and want to help, consider these places first:
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* Localization, i.e. translations in different language are always accepted.
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* `IConfigurableMachine`, an interface that allows machines to be added to the `hbmMachines.json` config, is still not used by many machines.
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* F1 Presentations, also known as "Stare" or "Jar Presentations", is a neat system of creating a short movie explaining functionality. All the relevant code can be found in `com.hbm.wiaj`.
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* Some guns still use the old "bow-style" systems and not `ItemGunBase`.
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* Many guns don't have any animations whatsoever, just adding a minor recoil would already improve them by a lot.
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* Adding tooltips to more machines, explaining some of the basics.
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@ -183,15 +183,10 @@ public class RenderLPW2 extends TileEntitySpecialRenderer {
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GL11.glTranslated(0, 0, piston * 0.375D + 0.375D);
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ResourceManager.lpw2.renderPart("Piston");
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GL11.glPopMatrix();
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//main assembly
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//turbine rotors
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//pump rotor
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//pump piston
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//engine bell
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//suspension
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renderBell(h, v);
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GL11.glPopMatrix();
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renderShroud(h, v);
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}
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@ -204,7 +199,6 @@ public class RenderLPW2 extends TileEntitySpecialRenderer {
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GL11.glTranslated(0, -3.5, -2.75);
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ResourceManager.lpw2.renderPart("Engine");
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GL11.glPopMatrix();
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//bell with rotations
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}
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public static void renderShroud(double h, double v) {
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@ -264,16 +258,19 @@ public class RenderLPW2 extends TileEntitySpecialRenderer {
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GL11.glTranslated(0, -0.875D, 0);
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ResourceManager.lpw2.renderPart("SuspensionBottom");
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GL11.glPopMatrix();
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//shrouds
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//flaps
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//suspension
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}
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public static void renderFlap(double position, double rotation) {
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GL11.glPushMatrix();
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GL11.glTranslated(0, 3.5D, 0); GL11.glRotated(position, 0, 0, 1); GL11.glTranslated(0, -3.5D, 0);
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GL11.glTranslated(0, 6.96875D, 8.5D); GL11.glRotated(rotation, 1, 0, 0); GL11.glTranslated(0, -6.96875D, -8.5D);
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GL11.glTranslated(0, 3.5D, 0);
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GL11.glRotated(position, 0, 0, 1);
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GL11.glTranslated(0, -3.5D, 0);
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GL11.glTranslated(0, 6.96875D, 8.5D);
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GL11.glRotated(rotation, 1, 0, 0);
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GL11.glTranslated(0, -6.96875D, -8.5D);
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ResourceManager.lpw2.renderPart("Flap");
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GL11.glPopMatrix();
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}
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