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glowing sign text
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@ -40,7 +40,6 @@ import de.bixilon.minosoft.gui.rendering.gui.GUIRenderer
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import de.bixilon.minosoft.gui.rendering.gui.mesh.GUIVertexConsumer
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import de.bixilon.minosoft.gui.rendering.gui.mesh.GUIVertexOptions
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import de.bixilon.minosoft.gui.rendering.models.block.element.ModelElement.Companion.BLOCK_SIZE
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import de.bixilon.minosoft.gui.rendering.models.block.state.baked.cull.side.SideProperties
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import de.bixilon.minosoft.gui.rendering.models.block.state.render.BlockRender
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import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3Util.rotateAssign
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import de.bixilon.minosoft.gui.rendering.util.vec.vec3.Vec3Util.toVec3
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@ -59,7 +58,8 @@ class SignBlockEntityRenderer(
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override fun render(position: BlockPosition, offset: FloatArray, mesh: ChunkMeshes, random: Random?, state: BlockState, neighbours: Array<BlockState?>, light: ByteArray, tints: IntArray?, entity: BlockEntity?): Boolean {
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state.model?.render(position, offset, mesh, random, state, neighbours, light, tints, entity) // render wood part
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if (entity !is SignBlockEntity) return true
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renderText(state, entity, offset, mesh, light[SELF_LIGHT_INDEX].toInt())
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val light = if (entity.front.glowing) 0xFF else light[SELF_LIGHT_INDEX].toInt()
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renderText(state, entity, offset, mesh, light)
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return true
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}
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