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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-08-10 17:55:44 +00:00
proper localizations
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3520ba5187
commit
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@ -18,6 +18,9 @@
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* Cast plate foundry molds now have a triple variant
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* Cast plate foundry molds now have a triple variant
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* Zombies now have a chance to drop copper, aluminium and titanium ingots (1:200 each)
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* Zombies now have a chance to drop copper, aluminium and titanium ingots (1:200 each)
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* The burner press now has nine additional storage slots for things like stamps and reserve fuel
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* The burner press now has nine additional storage slots for things like stamps and reserve fuel
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* Improved minigun muzzleflash
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* The flash is now faster and larger
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* Moved the origin up to be at the firing barrel instead of the center of the rotor
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## Fixed
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## Fixed
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* Fixed euphemium compound plate recipe not yielding four items as it should in the plasma forge
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* Fixed euphemium compound plate recipe not yielding four items as it should in the plasma forge
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@ -21,6 +21,7 @@ import com.hbm.render.anim.BusAnimationKeyframe.IType;
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import com.hbm.render.anim.BusAnimation;
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import com.hbm.render.anim.BusAnimation;
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import com.hbm.render.anim.BusAnimationSequence;
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import com.hbm.render.anim.BusAnimationSequence;
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import com.hbm.util.EnumUtil;
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import com.hbm.util.EnumUtil;
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import com.hbm.util.i18n.I18nUtil;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import cpw.mods.fml.relauncher.SideOnly;
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@ -32,6 +33,7 @@ import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.item.Item;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.util.EnumChatFormatting;
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import net.minecraft.world.World;
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import net.minecraft.world.World;
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public class ItemGrenadeUniversal extends Item implements IEquipReceiver, IAnimatedItem {
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public class ItemGrenadeUniversal extends Item implements IEquipReceiver, IAnimatedItem {
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@ -177,11 +179,11 @@ public class ItemGrenadeUniversal extends Item implements IEquipReceiver, IAnima
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@SideOnly(Side.CLIENT)
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@SideOnly(Side.CLIENT)
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public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean ext) {
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public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean ext) {
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list.add("item.grenade_universal.shell." + this.getShell(stack).name().toLowerCase(Locale.US));
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list.add(EnumChatFormatting.YELLOW + I18nUtil.resolveKey(ModItems.grenade_shell.getUnlocalizedName() + "." + this.getShell(stack).name().toLowerCase(Locale.US) + ".name"));
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list.add("item.grenade_universal.filling." + this.getFilling(stack).name().toLowerCase(Locale.US));
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list.add(EnumChatFormatting.YELLOW + I18nUtil.resolveKey(ModItems.grenade_filling.getUnlocalizedName() + "." + this.getFilling(stack).name().toLowerCase(Locale.US) + ".name"));
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list.add("item.grenade_universal.fuze." + this.getFuze(stack).name().toLowerCase(Locale.US));
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list.add(EnumChatFormatting.YELLOW + I18nUtil.resolveKey(ModItems.grenade_fuze.getUnlocalizedName() + "." + this.getFuze(stack).name().toLowerCase(Locale.US) + ".name"));
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EnumGrenadeExtra extra = this.getExtra(stack);
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EnumGrenadeExtra extra = this.getExtra(stack);
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if(extra != null) list.add("item.grenade_universal.extra." + extra.name().toLowerCase(Locale.US));
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if(extra != null) list.add(EnumChatFormatting.RED + I18nUtil.resolveKey(ModItems.grenade_extra.getUnlocalizedName() + "." + extra.name().toLowerCase(Locale.US) + ".name"));
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}
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}
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@Override
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@Override
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@ -87,9 +87,10 @@ public class ItemRenderMinigun extends ItemRenderWeaponBase {
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GL11.glTranslated(0, 0, -0.25);
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GL11.glTranslated(0, 0, -0.25);
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renderLaserFlash(gun.lastShot[0], 50, 0.5D, 0xff0080);
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renderLaserFlash(gun.lastShot[0], 50, 0.5D, 0xff0080);
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} else {
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} else {
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GL11.glTranslated(0, 0.5, 0);
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GL11.glRotated(gun.shotRand * 90, 1, 0, 0);
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GL11.glRotated(gun.shotRand * 90, 1, 0, 0);
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GL11.glScaled(1.5, 1.5, 1.5);
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GL11.glScaled(1.5, 1.5, 1.5);
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this.renderMuzzleFlash(gun.lastShot[0], 75, 5);
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this.renderMuzzleFlash(gun.lastShot[0], 50, 7.5);
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}
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}
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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}
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}
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@ -153,9 +154,10 @@ public class ItemRenderMinigun extends ItemRenderWeaponBase {
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GL11.glTranslated(0, 0, -0.25);
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GL11.glTranslated(0, 0, -0.25);
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renderLaserFlash(shot, 50, 0.5D, 0xff0080);
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renderLaserFlash(shot, 50, 0.5D, 0xff0080);
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} else {
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} else {
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GL11.glTranslated(0, 0.5, 0);
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GL11.glRotated(shotRand * 90, 1, 0, 0);
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GL11.glRotated(shotRand * 90, 1, 0, 0);
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GL11.glScaled(1.5, 1.5, 1.5);
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GL11.glScaled(1.5, 1.5, 1.5);
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this.renderMuzzleFlash(shot, 75, 5);
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this.renderMuzzleFlash(shot, 50, 7.55);
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}
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}
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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}
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}
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@ -73,7 +73,7 @@ public class ItemRenderMinigunDual extends ItemRenderWeaponBase {
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GL11.glRotated(gun.shotRand * 90, 1, 0, 0);
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GL11.glRotated(gun.shotRand * 90, 1, 0, 0);
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GL11.glScaled(1.5, 1.5, 1.5);
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GL11.glScaled(1.5, 1.5, 1.5);
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this.renderMuzzleFlash(gun.lastShot[index], 75, 5);
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this.renderMuzzleFlash(gun.lastShot[index], 50, 7.5);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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@ -136,10 +136,11 @@ public class ItemRenderMinigunDual extends ItemRenderWeaponBase {
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GL11.glPushMatrix();
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GL11.glPushMatrix();
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GL11.glTranslated(0, 0, 12.25);
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GL11.glTranslated(0, 0, 12.25);
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GL11.glRotated(90, 0, 1, 0);
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GL11.glRotated(90, 0, 1, 0);
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GL11.glTranslated(0, 0.5, 0);
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GL11.glRotated(shotRand * 90, 1, 0, 0);
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GL11.glRotated(shotRand * 90, 1, 0, 0);
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GL11.glScaled(1.5, 1.5, 1.5);
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GL11.glScaled(1.5, 1.5, 1.5);
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this.renderMuzzleFlash(shot, 75, 5);
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this.renderMuzzleFlash(shot, 50, 7.5);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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}
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}
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@ -166,10 +167,11 @@ public class ItemRenderMinigunDual extends ItemRenderWeaponBase {
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GL11.glPushMatrix();
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GL11.glPushMatrix();
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GL11.glTranslated(0, 0, 12.25);
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GL11.glTranslated(0, 0, 12.25);
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GL11.glRotated(90, 0, 1, 0);
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GL11.glRotated(90, 0, 1, 0);
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GL11.glTranslated(0, 0.5, 0);
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GL11.glRotated(shotRand * 90, 1, 0, 0);
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GL11.glRotated(shotRand * 90, 1, 0, 0);
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GL11.glScaled(1.5, 1.5, 1.5);
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GL11.glScaled(1.5, 1.5, 1.5);
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this.renderMuzzleFlash(shot, 75, 5);
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this.renderMuzzleFlash(shot, 50, 7.5);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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}
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}
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