[WIP] algae, reeds, mycelium, coral working
+ lots of cleanup, reorganizing
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@@ -2,7 +2,7 @@ package mods.betterfoliage.mixin;
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import com.mojang.blaze3d.matrix.MatrixStack;
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import com.mojang.blaze3d.vertex.IVertexBuilder;
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import mods.betterfoliage.render.ISpecialRenderModel;
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import mods.betterfoliage.model.SpecialRenderModel;
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import mods.betterfoliage.render.pipeline.RenderCtxVanilla;
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import net.minecraft.block.BlockState;
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import net.minecraft.client.renderer.BlockModelRenderer;
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@@ -25,16 +25,16 @@ public class MixinBlockModelRenderer {
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@Redirect(method = renderModel, at = @At(value = "INVOKE", target = renderModelSmooth), remap = false)
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public boolean onRenderModelSmooth(BlockModelRenderer renderer, ILightReader world, IBakedModel model, BlockState state, BlockPos pos, MatrixStack matrixStack, IVertexBuilder buffer, boolean checkSides, Random random, long rand, int combinedOverlay, IModelData modelData) {
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if (model instanceof ISpecialRenderModel)
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return RenderCtxVanilla.render(renderer, world, (ISpecialRenderModel) model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData, true);
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if (model instanceof SpecialRenderModel)
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return RenderCtxVanilla.render(renderer, world, (SpecialRenderModel) model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData, true);
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else
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return renderer.renderModelSmooth(world, model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData);
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}
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@Redirect(method = renderModel, at = @At(value = "INVOKE", target = renderModelFlat), remap = false)
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public boolean onRenderModelFlat(BlockModelRenderer renderer, ILightReader world, IBakedModel model, BlockState state, BlockPos pos, MatrixStack matrixStack, IVertexBuilder buffer, boolean checkSides, Random random, long rand, int combinedOverlay, IModelData modelData) {
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if (model instanceof ISpecialRenderModel)
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return RenderCtxVanilla.render(renderer, world, (ISpecialRenderModel) model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData, false);
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if (model instanceof SpecialRenderModel)
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return RenderCtxVanilla.render(renderer, world, (SpecialRenderModel) model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData, false);
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else
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return renderer.renderModelSmooth(world, model, state, pos, matrixStack, buffer, checkSides, random, rand, combinedOverlay, modelData);
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}
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