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https://github.com/GTNewHorizons/NotEnoughItems.git
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Add new chunk overlay mode for gregtech ore regions (#211)
* Add new chunk overlay mode for gregtech ore regions * Change GregTech existence check to GregTech 5 only * Add GT-like region shift on negative coords
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2 files changed
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-33
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@@ -36,7 +36,7 @@ public class WorldOverlayRenderer implements IKeyStateTracker {
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if (KeyManager.keyStates.get("world.moboverlay").down)
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mobOverlay = (mobOverlay + 1) % 2;
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if (KeyManager.keyStates.get("world.chunkoverlay").down)
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chunkOverlay = (chunkOverlay + 1) % 3;
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chunkOverlay = (chunkOverlay + 1) % (NEIModContainer.isGT5Loaded() ? 4 : 3);
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}
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public static void render(float frame) {
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@@ -226,40 +226,93 @@ public class WorldOverlayRenderer implements IKeyStateTracker {
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GL11.glVertex3d(x1, y2, z1);
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}
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if (chunkOverlay == 2 && cx == 0 && cz == 0) {
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dy = 32;
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y1 = Math.floor(entity.posY - dy / 2);
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y2 = y1 + dy;
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if (y1 < 0) {
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y1 = 0;
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y2 = dy;
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}
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if (cx == 0 && cz == 0) {
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if (chunkOverlay == 2) {
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dy = 32;
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y1 = Math.floor(entity.posY - dy / 2);
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y2 = y1 + dy;
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if (y1 < 0) {
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y1 = 0;
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y2 = dy;
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}
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if (y1 > entity.worldObj.getHeight()) {
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y2 = entity.worldObj.getHeight();
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y1 = y2 - dy;
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}
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if (y1 > entity.worldObj.getHeight()) {
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y2 = entity.worldObj.getHeight();
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y1 = y2 - dy;
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}
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GL11.glColor4d(0, 0.9, 0, 0.4);
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for (double y = (int) y1; y <= y2; y++) {
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GL11.glVertex3d(x2, y, z1);
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GL11.glVertex3d(x2, y, z2);
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GL11.glVertex3d(x1, y, z1);
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GL11.glVertex3d(x1, y, z2);
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GL11.glVertex3d(x1, y, z2);
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GL11.glVertex3d(x2, y, z2);
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GL11.glVertex3d(x1, y, z1);
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GL11.glVertex3d(x2, y, z1);
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}
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for (double h = 1; h <= 15; h++) {
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GL11.glVertex3d(x1 + h, y1, z1);
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GL11.glVertex3d(x1 + h, y2, z1);
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GL11.glVertex3d(x1 + h, y1, z2);
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GL11.glVertex3d(x1 + h, y2, z2);
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GL11.glVertex3d(x1, y1, z1 + h);
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GL11.glVertex3d(x1, y2, z1 + h);
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GL11.glVertex3d(x2, y1, z1 + h);
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GL11.glVertex3d(x2, y2, z1 + h);
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GL11.glColor4d(0, 0.9, 0, 0.4);
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for (double y = (int) y1; y <= y2; y++) {
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GL11.glVertex3d(x2, y, z1);
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GL11.glVertex3d(x2, y, z2);
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GL11.glVertex3d(x1, y, z1);
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GL11.glVertex3d(x1, y, z2);
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GL11.glVertex3d(x1, y, z2);
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GL11.glVertex3d(x2, y, z2);
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GL11.glVertex3d(x1, y, z1);
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GL11.glVertex3d(x2, y, z1);
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}
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for (double h = 1; h <= 15; h++) {
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GL11.glVertex3d(x1 + h, y1, z1);
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GL11.glVertex3d(x1 + h, y2, z1);
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GL11.glVertex3d(x1 + h, y1, z2);
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GL11.glVertex3d(x1 + h, y2, z2);
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GL11.glVertex3d(x1, y1, z1 + h);
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GL11.glVertex3d(x1, y2, z1 + h);
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GL11.glVertex3d(x2, y1, z1 + h);
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GL11.glVertex3d(x2, y2, z1 + h);
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}
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} else if (chunkOverlay == 3) {
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int gx1 = ((entity.chunkCoordX < 0 ? entity.chunkCoordX - 3 : entity.chunkCoordX) / 3 * 3) << 4;
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int gz1 = ((entity.chunkCoordZ < 0 ? entity.chunkCoordZ - 3 : entity.chunkCoordZ) / 3 * 3) << 4;
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if (entity.chunkCoordX < 0) {
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gx1 += 16;
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}
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if (entity.chunkCoordZ < 0) {
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gz1 += 16;
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}
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int gx2 = gx1 + 48;
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int gz2 = gz1 + 48;
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GL11.glColor4d(0, 0.9, 0, 0.4);
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for (double y = (int) y1; y <= y2; y++) {
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GL11.glVertex3d(gx2, y, gz1);
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GL11.glVertex3d(gx2, y, gz2);
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GL11.glVertex3d(gx1, y, gz1);
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GL11.glVertex3d(gx1, y, gz2);
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GL11.glVertex3d(gx1, y, gz2);
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GL11.glVertex3d(gx2, y, gz2);
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GL11.glVertex3d(gx1, y, gz1);
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GL11.glVertex3d(gx2, y, gz1);
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}
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for (double h = 4; h <= 44; h += 4) {
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if (h % 16 == 0) {
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continue;
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}
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GL11.glVertex3d(gx1 + h, y1, gz1);
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GL11.glVertex3d(gx1 + h, y2, gz1);
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GL11.glVertex3d(gx1 + h, y1, gz2);
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GL11.glVertex3d(gx1 + h, y2, gz2);
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GL11.glVertex3d(gx1, y1, gz1 + h);
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GL11.glVertex3d(gx1, y2, gz1 + h);
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GL11.glVertex3d(gx2, y1, gz1 + h);
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GL11.glVertex3d(gx2, y2, gz1 + h);
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}
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GL11.glColor4d(0, 0, 0.9, 0.4);
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gx1 += 23;
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gz1 += 23;
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gx2 = gx1 + 1;
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gz2 = gz1 + 1;
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GL11.glVertex3d(gx1, y1, gz1);
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GL11.glVertex3d(gx1, y2, gz1);
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GL11.glVertex3d(gx2, y1, gz1);
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GL11.glVertex3d(gx2, y2, gz1);
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GL11.glVertex3d(gx1, y1, gz2);
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GL11.glVertex3d(gx1, y2, gz2);
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GL11.glVertex3d(gx2, y1, gz2);
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GL11.glVertex3d(gx2, y2, gz2);
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}
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}
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}
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