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Added tint index of 0 to fluid models (#3938)
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e102943a2d
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+4
@@ -235,6 +235,7 @@ public final class ModelFluid implements IModel
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builder = new UnpackedBakedQuad.Builder(format);
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builder.setQuadOrientation(side);
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builder.setTexture(topSprite);
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builder.setQuadTint(0);
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for (int i = gas ? 3 : 0; i != (gas ? -1 : 4); i += (gas ? -1 : 1))
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{
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int l = (k * 3) + (1 - 2 * k) * i;
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@@ -254,6 +255,7 @@ public final class ModelFluid implements IModel
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builder = new UnpackedBakedQuad.Builder(format);
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builder.setQuadOrientation(side);
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builder.setTexture(still);
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builder.setQuadTint(0);
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for(int i = gas ? 3 : 0; i != (gas ? -1 : 4); i+= (gas ? -1 : 1))
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{
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putVertex(
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@@ -276,6 +278,7 @@ public final class ModelFluid implements IModel
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builder = new UnpackedBakedQuad.Builder(format);
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builder.setQuadOrientation(side);
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builder.setTexture(flowing);
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builder.setQuadTint(0);
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for(int j = 0; j < 4; j++)
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{
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int l = (k * 3) + (1 - 2 * k) * j;
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@@ -298,6 +301,7 @@ public final class ModelFluid implements IModel
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UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder(format);
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builder.setQuadOrientation(EnumFacing.UP);
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builder.setTexture(still);
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builder.setQuadTint(0); //I dont know if we also need this in inventory, but now it should be possible to color it here as well
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for(int i = 0; i < 4; i++)
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{
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putVertex(
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