Fix enchantment effect on single pass items. Closes #644
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bc932a28ae
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22be4b49d5
1 changed files with 39 additions and 18 deletions
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@ -199,32 +199,53 @@
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int k1 = Item.itemsList[k].getColorFromItemStack(par3ItemStack, j1);
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f1 = (float)(k1 >> 16 & 255) / 255.0F;
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f2 = (float)(k1 >> 8 & 255) / 255.0F;
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@@ -402,6 +395,24 @@
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@@ -402,6 +395,11 @@
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}
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this.renderIcon(par4, par5, icon, 16, 16);
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+
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+ if (par3ItemStack.hasEffect(j1))
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+ {
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+ GL11.glDepthFunc(GL11.GL_GREATER);
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+ GL11.glDisable(GL11.GL_LIGHTING);
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+ GL11.glDepthMask(false);
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+ par2TextureManager.func_110577_a(field_110798_h);
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+ this.zLevel -= 50.0F;
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+ GL11.glEnable(GL11.GL_BLEND);
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+ GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR);
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+ GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
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+ this.renderGlint(par4 * 431278612 + par5 * 32178161, par4 - 2, par5 - 2, 20, 20);
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+ GL11.glDisable(GL11.GL_BLEND);
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+ GL11.glDepthMask(true);
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+ this.zLevel += 50.0F;
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+ GL11.glEnable(GL11.GL_LIGHTING);
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+ GL11.glDepthFunc(GL11.GL_LEQUAL);
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+ renderEffect(par2TextureManager, par4, par5);
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+ }
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}
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GL11.glEnable(GL11.GL_LIGHTING);
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@@ -441,8 +452,12 @@
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@@ -429,10 +427,33 @@
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this.renderIcon(par4, par5, (Icon)object, 16, 16);
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GL11.glEnable(GL11.GL_LIGHTING);
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+
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+ if (par3ItemStack.hasEffect(0))
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+ {
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+ renderEffect(par2TextureManager, par4, par5);
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+ }
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}
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GL11.glEnable(GL11.GL_CULL_FACE);
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}
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+
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+ private void renderEffect(TextureManager manager, int x, int y)
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+ {
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+ GL11.glDepthFunc(GL11.GL_GREATER);
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+ GL11.glDisable(GL11.GL_LIGHTING);
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+ GL11.glDepthMask(false);
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+ manager.func_110577_a(field_110798_h);
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+ this.zLevel -= 50.0F;
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+ GL11.glEnable(GL11.GL_BLEND);
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+ GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_DST_COLOR);
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+ GL11.glColor4f(0.5F, 0.25F, 0.8F, 1.0F);
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+ this.renderGlint(x * 431278612 + y * 32178161, x - 2, y - 2, 20, 20);
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+ GL11.glDisable(GL11.GL_BLEND);
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+ GL11.glDepthMask(true);
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+ this.zLevel += 50.0F;
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+ GL11.glEnable(GL11.GL_LIGHTING);
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+ GL11.glDepthFunc(GL11.GL_LEQUAL);
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+ }
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/**
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* Render the item's icon or block into the GUI, including the glint effect.
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@@ -441,8 +462,12 @@
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{
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if (par3ItemStack != null)
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{
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@ -239,7 +260,7 @@
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if (par3ItemStack.hasEffect())
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{
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GL11.glDepthFunc(GL11.GL_GREATER);
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@@ -460,6 +475,7 @@
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@@ -460,6 +485,7 @@
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glDepthFunc(GL11.GL_LEQUAL);
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}
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@ -247,7 +268,7 @@
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}
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}
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@@ -583,4 +599,47 @@
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@@ -583,4 +609,47 @@
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{
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this.doRenderItem((EntityItem)par1Entity, par2, par4, par6, par8, par9);
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}
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