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Render the blocks in the inventory correctly
Add crafting recipes for the three light types
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@ -462,6 +462,9 @@ public class CraftingManager {
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addRecipeAuto(new ItemStack(ModBlocks.lamp_tritium_green_off, 1), new Object[] { "GPG", "1T2", "GPG", 'G', KEY_ANYGLASS, 'P', P_RED.dust(), 'T', ModItems.cell_tritium, '1', "dustSulfur", '2', CU.dust() });
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addRecipeAuto(new ItemStack(ModBlocks.lamp_tritium_green_off, 1), new Object[] { "GPG", "1T2", "GPG", 'G', KEY_ANYGLASS, 'P', P_RED.dust(), 'T', ModItems.cell_tritium, '1', "dustSulfur", '2', CU.dust() });
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addRecipeAuto(new ItemStack(ModBlocks.lamp_tritium_blue_off, 1), new Object[] { "GPG", "1T2", "GPG", 'G', KEY_ANYGLASS, 'P',P_RED.dust(), 'T', ModItems.cell_tritium, '1', AL.dust(), '2', ST.dust() });
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addRecipeAuto(new ItemStack(ModBlocks.lamp_tritium_blue_off, 1), new Object[] { "GPG", "1T2", "GPG", 'G', KEY_ANYGLASS, 'P',P_RED.dust(), 'T', ModItems.cell_tritium, '1', AL.dust(), '2', ST.dust() });
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addRecipeAuto(new ItemStack(ModBlocks.lantern, 1), new Object[] { "PGP", " S ", " S ", 'P', KEY_ANYPANE, 'G', Items.glowstone_dust, 'S', ModBlocks.steel_beam });
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addRecipeAuto(new ItemStack(ModBlocks.lantern, 1), new Object[] { "PGP", " S ", " S ", 'P', KEY_ANYPANE, 'G', Items.glowstone_dust, 'S', ModBlocks.steel_beam });
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addRecipeAuto(new ItemStack(ModBlocks.spotlight_incandescent, 8), new Object[] { " G ", " T ", " I ", 'G', KEY_ANYPANE, 'T', ModItems.wire_tungsten, 'I', Items.iron_ingot });
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addRecipeAuto(new ItemStack(ModBlocks.spotlight_fluoro, 8), new Object[] { " G ", " M ", " A ", 'G', KEY_ANYPANE, 'M', ModItems.ingot_mercury, 'A', ModItems.plate_aluminium });
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addRecipeAuto(new ItemStack(ModBlocks.spotlight_halogen, 8), new Object[] { " G ", " B ", " S ", 'G', KEY_ANYPANE, 'B', ModItems.powder_bromine, 'S', ModItems.plate_steel });
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addRecipeAuto(new ItemStack(ModBlocks.barbed_wire, 16), new Object[] { "AIA", "I I", "AIA", 'A', ModItems.wire_aluminium, 'I', IRON.ingot() });
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addRecipeAuto(new ItemStack(ModBlocks.barbed_wire, 16), new Object[] { "AIA", "I I", "AIA", 'A', ModItems.wire_aluminium, 'I', IRON.ingot() });
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addRecipeAuto(new ItemStack(ModBlocks.barbed_wire_fire, 8), new Object[] { "BBB", "BIB", "BBB", 'B', ModBlocks.barbed_wire, 'I', P_RED.dust() });
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addRecipeAuto(new ItemStack(ModBlocks.barbed_wire_fire, 8), new Object[] { "BBB", "BIB", "BBB", 'B', ModBlocks.barbed_wire, 'I', P_RED.dust() });
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@ -1,5 +1,7 @@
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package com.hbm.render.block;
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package com.hbm.render.block;
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import org.lwjgl.opengl.GL11;
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import com.hbm.blocks.machine.Spotlight;
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import com.hbm.blocks.machine.Spotlight;
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import com.hbm.blocks.machine.SpotlightModular;
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import com.hbm.blocks.machine.SpotlightModular;
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import com.hbm.render.util.ObjUtil;
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import com.hbm.render.util.ObjUtil;
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@ -8,6 +10,7 @@ import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
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import net.minecraft.block.Block;
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import net.minecraft.block.Block;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.util.IIcon;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.IBlockAccess;
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import net.minecraftforge.common.util.ForgeDirection;
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import net.minecraftforge.common.util.ForgeDirection;
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@ -15,7 +18,25 @@ public class RenderLight implements ISimpleBlockRenderingHandler {
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@Override
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@Override
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public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
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public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
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if (!(block instanceof Spotlight)) return;
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Spotlight spot = (Spotlight) block;
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GL11.glPushMatrix();
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Tessellator tessellator = Tessellator.instance;
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IIcon iicon = block.getIcon(0, 0);
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tessellator.setColorOpaque_F(1, 1, 1);
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if(renderer.hasOverrideBlockTexture()) {
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iicon = renderer.overrideBlockTexture;
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}
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GL11.glRotated(-90, 0, 1, 0);
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GL11.glScaled(1.5D, 1.5D, 1.5D);
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tessellator.startDrawingQuads();
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ObjUtil.renderPartWithIcon(spot.getModel(), spot.getPartName(0), iicon, tessellator, 0, false);
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tessellator.draw();
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GL11.glPopMatrix();
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}
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}
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@Override
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@Override
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@ -70,7 +91,7 @@ public class RenderLight implements ISimpleBlockRenderingHandler {
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@Override
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@Override
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public boolean shouldRender3DInInventory(int modelId) {
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public boolean shouldRender3DInInventory(int modelId) {
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return false;
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return true;
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}
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}
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@Override
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@Override
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