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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
forgot the jigsaw block side rotating code
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0dea47ff87
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@ -14,13 +14,13 @@ public class RenderBlockSideRotation implements ISimpleBlockRenderingHandler {
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@Override
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public void renderInventoryBlock(Block block, int metadata, int modelId, RenderBlocks renderer) {
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Tessellator tessellator = Tessellator.instance;
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block.setBlockBoundsForItemRender();
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renderer.setRenderBoundsFromBlock(block);
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GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);
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GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
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tessellator.startDrawingQuads();
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tessellator.setNormal(0.0F, -1.0F, 0.0F);
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renderer.renderFaceYNeg(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 0, metadata));
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@ -45,7 +45,7 @@ public class RenderBlockSideRotation implements ISimpleBlockRenderingHandler {
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tessellator.setNormal(1.0F, 0.0F, 0.0F);
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renderer.renderFaceXPos(block, 0.0D, 0.0D, 0.0D, renderer.getBlockIconFromSideAndMetadata(block, 5, metadata));
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tessellator.draw();
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GL11.glTranslatef(0.5F, 0.5F, 0.5F);
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}
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@ -55,20 +55,32 @@ public class RenderBlockSideRotation implements ISimpleBlockRenderingHandler {
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Tessellator tessellator = Tessellator.instance;
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tessellator.setBrightness(block.getMixedBrightnessForBlock(world, x, y, z));
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if(!(block instanceof IBlockSideRotation)) {
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renderer.renderStandardBlock(block, x, y, z);
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return true;
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}
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IBlockSideRotation rot = (IBlockSideRotation) block;
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// I'm almost entirely convinced that MCP mistranslated these properties because north/south and west/east are fucking SWAPPED
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// YEP, they fucking did, god fucking damn it. I manually figured out the correct side for each uv face property to resolve YAYY
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renderer.uvRotateBottom = rot.getRotationFromSide(world, x, y, z, 0);
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renderer.uvRotateTop = rot.getRotationFromSide(world, x, y, z, 1);
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renderer.uvRotateNorth = rot.getRotationFromSide(world, x, y, z, 5);
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renderer.uvRotateSouth = rot.getRotationFromSide(world, x, y, z, 4);
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renderer.uvRotateWest = rot.getRotationFromSide(world, x, y, z, 2);
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renderer.uvRotateEast = rot.getRotationFromSide(world, x, y, z, 3);
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renderer.setRenderBounds(0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
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renderer.renderStandardBlock(block, x, y, z);
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renderer.uvRotateBottom = 0;
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renderer.uvRotateTop = 0;
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renderer.uvRotateNorth = 0;
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renderer.uvRotateSouth = 0;
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renderer.uvRotateWest = 0;
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renderer.uvRotateEast = 0;
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return true;
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}
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