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36 | 36 | import gregtech.common.covers.filter.IFilter; |
37 | 37 | import gregtech.common.creativetab.GTCreativeTabs; |
38 | 38 |
|
39 | | -import morph.avaritia.client.render.item.CosmicHaloItemRender; |
40 | | - |
41 | 39 | import net.minecraft.client.Minecraft; |
42 | 40 | import net.minecraft.client.renderer.block.model.IBakedModel; |
43 | 41 | import net.minecraft.client.renderer.block.model.ModelBakery; |
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93 | 91 | import morph.avaritia.api.ICosmicRenderItem; |
94 | 92 | import morph.avaritia.api.IHaloRenderItem; |
95 | 93 | import morph.avaritia.api.registration.IModelRegister; |
| 94 | +import morph.avaritia.client.render.item.CosmicHaloItemRender; |
96 | 95 | import org.apache.commons.lang3.ArrayUtils; |
97 | 96 | import org.apache.commons.lang3.Validate; |
98 | 97 | import org.apache.commons.lang3.builder.ToStringBuilder; |
@@ -863,7 +862,7 @@ public TextureAtlasSprite getMaskTexture(ItemStack stack, EntityLivingBase playe |
863 | 862 | @SideOnly(Side.CLIENT) |
864 | 863 | public float getMaskOpacity(ItemStack stack, EntityLivingBase player) { |
865 | 864 | T metaValueItem = getItem(stack); |
866 | | - if (metaValueItem.registerMaskTexture(stack) != null){ |
| 865 | + if (metaValueItem.registerMaskTexture(stack) != null) { |
867 | 866 | return 1.0f; |
868 | 867 | } else { |
869 | 868 | return 0.0f; |
@@ -1010,15 +1009,19 @@ public MetaValueItem addComponents(IItemComponent... stats) { |
1010 | 1009 | * "halo".<br> |
1011 | 1010 | * @param haloColour the Colour the Halo will have in the form of a long Hex: Example 0xFFFFFFFFL.<br> |
1012 | 1011 | * If you are unfamiliar with Hex Colors then here is a rundown of how they work |
1013 | | - * The first two characters after 0x represent the alpha channel or the opacity of the color 00 to FF |
| 1012 | + * The first two characters after 0x represent the alpha channel or the opacity of the |
| 1013 | + * color 00 to FF |
1014 | 1014 | * The second two characters after the alpha channel define the red channel 00 to FF |
1015 | 1015 | * the third two characters after the red channel define the green channel 00 to FF |
1016 | | - * Lastly the last two characters after the green channel define the blue channel 00 to FF |
1017 | | - * All of these can and will control the total color of the Halo and can be used to make all colors |
| 1016 | + * Lastly the last two characters after the green channel define the blue channel 00 to |
| 1017 | + * FF |
| 1018 | + * All of these can and will control the total color of the Halo and can be used to make |
| 1019 | + * all colors |
1018 | 1020 | * |
1019 | 1021 | * @param haloSize The size of the halo : Example 10.<br> |
1020 | 1022 | * @param shouldDrawPulse Whether the MetaItem will pulse like Avaritia's Infinity Ingot : Example true.<br> |
1021 | | - * @param maskTexture The String Location of the Mask texture the MetaItem will use as a Cosmic Effect : Example "nan". |
| 1023 | + * @param maskTexture The String Location of the Mask texture the MetaItem will use as a Cosmic Effect : |
| 1024 | + * Example "nan". |
1022 | 1025 | */ |
1023 | 1026 | @Optional.Method(modid = Mods.Names.AVARITIA) |
1024 | 1027 | public MetaValueItem cosmicProperties(boolean shouldDrawHalo, String haloTexture, long haloColour, |
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