mirror of
https://github.com/SquidDev-CC/CC-Tweaked
synced 2026-09-28 11:51:44 +00:00
Update to MC 1.18
- Build fails right now due to module issues, so this won't be pushed to GitHub. - Monitors render transparently when loaded into the world. I don't think this is a 1.17 bug, so not sure what's going on here!
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@@ -32,7 +32,7 @@ import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.client.event.ColorHandlerEvent;
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import net.minecraftforge.client.event.EntityRenderersEvent;
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import net.minecraftforge.client.event.ModelRegistryEvent;
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import net.minecraftforge.client.model.ModelLoader;
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import net.minecraftforge.client.model.ForgeModelBakery;
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import net.minecraftforge.client.model.ModelLoaderRegistry;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod;
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@@ -76,7 +76,7 @@ public final class ClientRegistry
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ModelLoaderRegistry.registerLoader( new ResourceLocation( ComputerCraft.MOD_ID, "turtle" ), TurtleModelLoader.INSTANCE );
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for( String model : EXTRA_MODELS )
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{
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ModelLoader.addSpecialModel( new ModelResourceLocation( new ResourceLocation( ComputerCraft.MOD_ID, model ), "inventory" ) );
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ForgeModelBakery.addSpecialModel( new ModelResourceLocation( new ResourceLocation( ComputerCraft.MOD_ID, model ), "inventory" ) );
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}
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}
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@@ -71,12 +71,12 @@ public class DynamicImageButton extends Button
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RenderSystem.disableDepthTest();
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int yTex = yTexStart;
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if( isHovered() ) yTex += yDiffTex;
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if( isHoveredOrFocused() ) yTex += yDiffTex;
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blit( stack, x, y, xTexStart.getAsInt(), yTex, width, height, textureWidth, textureHeight );
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RenderSystem.enableDepthTest();
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if( isHovered() ) renderToolTip( stack, mouseX, mouseY );
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if( isHovered ) renderToolTip( stack, mouseX, mouseY );
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}
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@Nonnull
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@@ -45,8 +45,8 @@ public final class CableHighlightRenderer
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{
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BlockHitResult hit = event.getTarget();
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BlockPos pos = hit.getBlockPos();
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Level world = event.getInfo().getEntity().getCommandSenderWorld();
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Camera info = event.getInfo();
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Level world = event.getCamera().getEntity().getCommandSenderWorld();
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Camera info = event.getCamera();
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BlockState state = world.getBlockState( pos );
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@@ -67,9 +67,9 @@ public final class CableHighlightRenderer
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double yOffset = pos.getY() - cameraPos.y();
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double zOffset = pos.getZ() - cameraPos.z();
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VertexConsumer buffer = event.getBuffers().getBuffer( RenderType.lines() );
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Matrix4f matrix4f = event.getMatrix().last().pose();
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Matrix3f normal = event.getMatrix().last().normal();
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VertexConsumer buffer = event.getMultiBufferSource().getBuffer( RenderType.lines() );
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Matrix4f matrix4f = event.getPoseStack().last().pose();
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Matrix3f normal = event.getPoseStack().last().normal();
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// TODO: Can we just accesstransformer out LevelRenderer.renderShape?
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shape.forAllEdges( ( x1, y1, z1, x2, y2, z2 ) -> {
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float xDelta = (float) (x2 - x1);
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@@ -48,7 +48,7 @@ public final class ItemPocketRenderer extends ItemMapLikeRenderer
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event.setCanceled( true );
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INSTANCE.renderItemFirstPerson(
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event.getMatrixStack(), event.getBuffers(), event.getLight(),
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event.getPoseStack(), event.getMultiBufferSource(), event.getPackedLight(),
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event.getHand(), event.getInterpolatedPitch(), event.getEquipProgress(), event.getSwingProgress(), event.getItemStack()
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);
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}
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@@ -45,7 +45,7 @@ public final class ItemPrintoutRenderer extends ItemMapLikeRenderer
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event.setCanceled( true );
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INSTANCE.renderItemFirstPerson(
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event.getMatrixStack(), event.getBuffers(), event.getLight(),
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event.getPoseStack(), event.getMultiBufferSource(), event.getPackedLight(),
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event.getHand(), event.getInterpolatedPitch(), event.getEquipProgress(), event.getSwingProgress(), event.getItemStack()
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);
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}
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@@ -63,11 +63,11 @@ public final class ItemPrintoutRenderer extends ItemMapLikeRenderer
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@SubscribeEvent
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public static void onRenderInFrame( RenderItemInFrameEvent event )
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{
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ItemStack stack = event.getItem();
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ItemStack stack = event.getItemStack();
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if( !(stack.getItem() instanceof ItemPrintout) ) return;
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event.setCanceled( true );
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PoseStack transform = event.getMatrix();
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PoseStack transform = event.getPoseStack();
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// Move a little bit forward to ensure we're not clipping with the frame
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transform.translate( 0.0f, 0.0f, -0.001f );
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@@ -75,8 +75,8 @@ public final class ItemPrintoutRenderer extends ItemMapLikeRenderer
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transform.scale( 0.95f, 0.95f, -0.95f );
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transform.translate( -0.5f, -0.5f, 0.0f );
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int light = event.getEntityItemFrame().getType() == EntityType.GLOW_ITEM_FRAME ? 0xf000d2 : event.getLight(); // See getLightVal.
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drawPrintout( transform, event.getBuffers(), stack, light );
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int light = event.getItemFrameEntity().getType() == EntityType.GLOW_ITEM_FRAME ? 0xf000d2 : event.getPackedLight(); // See getLightVal.
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drawPrintout( transform, event.getMultiBufferSource(), stack, light );
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}
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private static void drawPrintout( PoseStack transform, MultiBufferSource render, ItemStack stack, int light )
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@@ -41,9 +41,9 @@ public final class MonitorHighlightRenderer
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public static void drawHighlight( DrawSelectionEvent.HighlightBlock event )
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{
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// Preserve normal behaviour when crouching.
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if( event.getInfo().getEntity().isCrouching() ) return;
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if( event.getCamera().getEntity().isCrouching() ) return;
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Level world = event.getInfo().getEntity().getCommandSenderWorld();
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Level world = event.getCamera().getEntity().getCommandSenderWorld();
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BlockPos pos = event.getTarget().getBlockPos();
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BlockEntity tile = world.getBlockEntity( pos );
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@@ -60,13 +60,13 @@ public final class MonitorHighlightRenderer
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if( monitor.getYIndex() != 0 ) faces.remove( monitor.getDown().getOpposite() );
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if( monitor.getYIndex() != monitor.getHeight() - 1 ) faces.remove( monitor.getDown() );
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PoseStack transformStack = event.getMatrix();
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Vec3 cameraPos = event.getInfo().getPosition();
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PoseStack transformStack = event.getPoseStack();
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Vec3 cameraPos = event.getCamera().getPosition();
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transformStack.pushPose();
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transformStack.translate( pos.getX() - cameraPos.x(), pos.getY() - cameraPos.y(), pos.getZ() - cameraPos.z() );
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// I wish I could think of a better way to do this
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VertexConsumer buffer = event.getBuffers().getBuffer( RenderType.lines() );
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VertexConsumer buffer = event.getMultiBufferSource().getBuffer( RenderType.lines() );
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Matrix4f transform = transformStack.last().pose();
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Matrix3f normal = transformStack.last().normal();
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if( faces.contains( NORTH ) || faces.contains( WEST ) ) line( buffer, transform, normal, 0, 0, 0, UP );
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