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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2025-10-24 18:37:38 +00:00

Merge branch 'mc-1.15.x' into mc-1.16.x

This commit is contained in:
SquidDev
2020-10-23 17:45:11 +01:00
12 changed files with 382 additions and 40 deletions

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@@ -171,12 +171,18 @@ public class OSAPI implements ILuaAPI
/**
* Starts a timer that will run for the specified number of seconds. Once
* the timer fires, a timer event will be added to the queue with the ID
* returned from this function as the first parameter.
* the timer fires, a {@code timer} event will be added to the queue with
* the ID returned from this function as the first parameter.
*
* As with @{os.sleep|sleep}, {@code timer} will automatically be rounded up
* to the nearest multiple of 0.05 seconds, as it waits for a fixed amount
* of world ticks.
*
* @param timer The number of seconds until the timer fires.
* @return The ID of the new timer.
* @return The ID of the new timer. This can be used to filter the
* {@code timer} event, or {@link #cancelTimer cancel the timer}.
* @throws LuaException If the time is below zero.
* @see #cancelTimer To cancel a timer.
*/
@LuaFunction
public final int startTimer( double timer ) throws LuaException
@@ -199,11 +205,14 @@ public class OSAPI implements ILuaAPI
/**
* Sets an alarm that will fire at the specified world time. When it fires,
* an alarm event will be added to the event queue.
* an {@code alarm} event will be added to the event queue with the ID
* returned from this function as the first parameter.
*
* @param time The time at which to fire the alarm, in the range [0.0, 24.0).
* @return The ID of the alarm that was set.
* @return The ID of the new alarm. This can be used to filter the
* {@code alarm} event, or {@link #cancelAlarm cancel the alarm}.
* @throws LuaException If the time is out of range.
* @see #cancelAlarm To cancel an alarm.
*/
@LuaFunction
public final int setAlarm( double time ) throws LuaException

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@@ -69,7 +69,7 @@ public final class ClientMonitor extends ClientTerminal
GL15.glBufferData( GL31.GL_TEXTURE_BUFFER, 0, GL15.GL_STATIC_DRAW );
tboTexture = GlStateManager.genTexture();
GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, tboTexture );
GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8, tboBuffer );
GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8UI, tboBuffer );
GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, 0 );
GlStateManager.bindBuffer( GL31.GL_TEXTURE_BUFFER, 0 );