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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
yeah I was overcomplicating that, this is much better
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@ -19,7 +19,6 @@ import net.minecraft.client.gui.GuiScreen;
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import net.minecraft.client.gui.ScaledResolution;
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import net.minecraft.client.renderer.OpenGlHelper;
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import net.minecraft.client.renderer.RenderHelper;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.texture.TextureUtil;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.ResourceLocation;
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@ -54,11 +53,7 @@ public class GUIScreenWikiRender extends GuiScreen {
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@Override
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public void drawScreen(int mouseX, int mouseY, float f) {
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if(this.mc.theWorld != null) {
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GuiScreen.drawRect(0, 0, this.width, this.height, 0xFFC6C6C6);
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} else {
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this.drawBackground(0);
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}
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GuiScreen.drawRect(0, 0, this.width, this.height, 0xFFFF00FF);
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// Once we've reached the end of the array, immedaitely close this GUI
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if(index >= preview.length) {
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@ -66,7 +61,6 @@ public class GUIScreenWikiRender extends GuiScreen {
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return;
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}
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this.drawGuiContainerBackgroundLayer();
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GL11.glDisable(GL11.GL_LIGHTING);
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this.drawGuiContainerForegroundLayer(preview[index]);
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GL11.glEnable(GL11.GL_LIGHTING);
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@ -86,35 +80,6 @@ public class GUIScreenWikiRender extends GuiScreen {
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index++;
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}
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protected void drawGuiContainerBackgroundLayer() {
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GL11.glPushMatrix();
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{
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ScaledResolution res = new ScaledResolution(this.mc, this.mc.displayWidth, this.mc.displayHeight);
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int size = 18;
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double y = res.getScaledHeight_double() / scale - 18D;
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GL11.glScaled(scale, scale, scale);
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GL11.glColor4f(1.0F, 0.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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Tessellator tessellator = Tessellator.instance;
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tessellator.startDrawingQuads();
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tessellator.addVertex((double) 0, (double) y + size, (double) this.zLevel);
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tessellator.addVertex((double) size, (double) y + size, (double) this.zLevel);
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tessellator.addVertex((double) size, (double) y, (double) this.zLevel);
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tessellator.addVertex((double) 0, (double) y, (double) this.zLevel);
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tessellator.draw();
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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}
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GL11.glPopMatrix();
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}
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protected void drawGuiContainerForegroundLayer(ItemStack preview) {
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if(preview == null) return;
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