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fixed lighting bug in dynamic inventory renderer
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@ -6,6 +6,7 @@ import net.minecraft.client.renderer.Tessellator
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import net.minecraft.inventory.{Container, Slot}
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import net.minecraft.util.{StatCollector, ResourceLocation}
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import org.lwjgl.opengl.GL11
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import li.cil.oc.util.RenderState
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abstract class DynamicGuiContainer(container: Container) extends GuiContainer(container) {
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protected val slotBackground = new ResourceLocation(Config.resourceDomain, "textures/gui/slot.png")
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@ -19,21 +20,23 @@ abstract class DynamicGuiContainer(container: Container) extends GuiContainer(co
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y = (height - ySize) / 2
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}
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override def drawGuiContainerForegroundLayer(mouseX: Int, mouseY: Int) = {
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override def drawGuiContainerForegroundLayer(mouseX: Int, mouseY: Int) {
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fontRenderer.drawString(
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StatCollector.translateToLocal("container.inventory"),
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8, ySize - 96 + 2, 0x404040)
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}
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override def drawGuiContainerBackgroundLayer(dt: Float, mouseX: Int, mouseY: Int) = {
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F)
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override def drawGuiContainerBackgroundLayer(dt: Float, mouseX: Int, mouseY: Int) {
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mc.renderEngine.bindTexture(background)
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drawTexturedModalRect(x, y, 0, 0, xSize, ySize)
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}
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override def drawSlotInventory(slot: Slot) = {
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if (slot.slotNumber < container.inventorySlots.size() - 36)
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override def drawSlotInventory(slot: Slot) {
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if (slot.slotNumber < container.inventorySlots.size() - 36) {
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GL11.glDisable(GL11.GL_LIGHTING)
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drawSlotBackground(slot.xDisplayPosition - 1, slot.yDisplayPosition - 1)
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GL11.glEnable(GL11.GL_LIGHTING)
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}
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GL11.glEnable(GL11.GL_BLEND)
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
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super.drawSlotInventory(slot)
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