fix goal y level render, fixes #48
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@ -44,7 +44,7 @@ public class GoalYLevel implements Goal {
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public double heuristic(BlockPos pos) {
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public double heuristic(BlockPos pos) {
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if (pos.getY() > level) {
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if (pos.getY() > level) {
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// need to descend
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// need to descend
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return FALL_N_BLOCKS_COST[pos.getY() - level];
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return FALL_N_BLOCKS_COST[1] * (pos.getY() - level);
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}
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}
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if (pos.getY() < level) {
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if (pos.getY() < level) {
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// need to ascend
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// need to ascend
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@ -170,13 +170,6 @@ public final class PathRenderer implements Helper {
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}
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}
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public static void drawLitDankGoalBox(EntityPlayer player, Goal goal, float partialTicks, Color color) {
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public static void drawLitDankGoalBox(EntityPlayer player, Goal goal, float partialTicks, Color color) {
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.6F);
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GlStateManager.glLineWidth(Baritone.settings().goalRenderLineWidth.get());
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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float expand = 0.002F;
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double renderPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double) partialTicks;
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double renderPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * (double) partialTicks;
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double renderPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double) partialTicks;
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double renderPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * (double) partialTicks;
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double renderPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double) partialTicks;
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double renderPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * (double) partialTicks;
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@ -217,6 +210,13 @@ public final class PathRenderer implements Helper {
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return;
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return;
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}
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}
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GlStateManager.enableBlend();
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GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
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GlStateManager.color(color.getColorComponents(null)[0], color.getColorComponents(null)[1], color.getColorComponents(null)[2], 0.6F);
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GlStateManager.glLineWidth(Baritone.settings().goalRenderLineWidth.get());
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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if (y1 != 0) {
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if (y1 != 0) {
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BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
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BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
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BUFFER.pos(minX, y1, minZ).endVertex();
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BUFFER.pos(minX, y1, minZ).endVertex();
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