Fix multipass item rendering so that it uses the right spritesheet for the item.
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304421a4c9
commit
d52160919d
1 changed files with 16 additions and 5 deletions
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@ -138,20 +138,31 @@
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GL11.glPushMatrix();
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GL11.glTranslatef((float)(par4 - 2), (float)(par5 + 3), -3.0F + this.zLevel);
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GL11.glScalef(10.0F, 10.0F, 10.0F);
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@@ -392,9 +378,9 @@
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@@ -390,11 +376,18 @@
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if (Item.itemsList[k].requiresMultipleRenderPasses())
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{
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GL11.glDisable(GL11.GL_LIGHTING);
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par2RenderEngine.func_98187_b("/gui/items.png");
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- par2RenderEngine.func_98187_b("/gui/items.png");
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-
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- for (j1 = 0; j1 <= 1; ++j1)
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- {
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- Icon icon1 = Item.itemsList[k].getIconFromDamageForRenderPass(l, j1);
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+ if (par3ItemStack.func_94608_d() == 0)
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+ {
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+ par2RenderEngine.func_98187_b("/terrain.png");
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+ }
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+ else
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+ {
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+ par2RenderEngine.func_98187_b("/gui/items.png");
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+ }
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+
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+ for (j1 = 0; j1 < Item.itemsList[k].getRenderPasses(l); ++j1)
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+ {
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+ Icon icon1 = Item.itemsList[k].getIcon(par3ItemStack, j1);
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int k1 = Item.itemsList[k].getColorFromItemStack(par3ItemStack, j1);
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f = (float)(k1 >> 16 & 255) / 255.0F;
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f1 = (float)(k1 >> 8 & 255) / 255.0F;
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@@ -453,7 +439,10 @@
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@@ -453,7 +446,10 @@
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{
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if (par3ItemStack != null)
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{
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@ -163,7 +174,7 @@
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if (par3ItemStack.hasEffect())
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{
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@@ -590,4 +579,47 @@
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@@ -590,4 +586,47 @@
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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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