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https://github.com/KAMKEEL/CustomNPC-Plus.git
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Fix Rendering / Selection
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2 files changed
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-8
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@@ -741,6 +741,8 @@ public class GuiAbilityDirectory extends GuiDirectoryCategorized
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* Matches GuiAbilityInterface's rendering pipeline.
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*/
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private void drawAbilityPreview(float partialTicks) {
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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// Set NPC facing direction
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npc.prevRenderYawOffset = npc.renderYawOffset = NPC_FACING_YAW;
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npc.prevRotationYaw = npc.rotationYaw = NPC_FACING_YAW;
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@@ -806,8 +808,6 @@ public class GuiAbilityDirectory extends GuiDirectoryCategorized
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OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
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GL11.glDisable(GL11.GL_COLOR_MATERIAL);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glDisable(GL11.GL_SCISSOR_TEST);
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GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
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@@ -857,16 +857,14 @@ public class GuiAbilityDirectory extends GuiDirectoryCategorized
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entity.prevRotationYaw = entity.rotationYaw = f3;
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entity.rotationPitch = f4;
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entity.prevRotationYawHead = entity.rotationYawHead = f7;
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GL11.glPopMatrix();
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RenderHelper.disableStandardItemLighting();
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
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GL11.glDisable(GL11.GL_COLOR_MATERIAL);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
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GL11.glPopMatrix();
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}
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private void renderPreviewEntities(float partialTicks) {
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@@ -490,16 +490,14 @@ public class GuiAnimationDirectory extends GuiDirectoryCategorized {
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entity.prevRotationYaw = entity.rotationYaw = f3;
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entity.rotationPitch = f4;
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entity.prevRotationYawHead = entity.rotationYawHead = f7;
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GL11.glPopMatrix();
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RenderHelper.disableStandardItemLighting();
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GL11.glDisable(GL12.GL_RESCALE_NORMAL);
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OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
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GL11.glDisable(GL11.GL_TEXTURE_2D);
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OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
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GL11.glDisable(GL11.GL_COLOR_MATERIAL);
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GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
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GL11.glPopMatrix();
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}
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@Override
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