public override void RenderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7) { float f = ((float)Field_27018_a + par2) / (float)Field_27020_o; f *= f; float f1 = 2.0F - f * 2.0F; if (f1 > 1.0F) { f1 = 1.0F; } f1 *= 0.2F; //GL.Disable(EnableCap.Lighting); float f2 = 0.125F; float f3 = (float)(PosX - InterpPosX); float f4 = (float)(PosY - InterpPosY); float f5 = (float)(PosZ - InterpPosZ); float f6 = WorldObj.GetLightBrightness(MathHelper2.Floor_double(PosX), MathHelper2.Floor_double(PosY), MathHelper2.Floor_double(PosZ)); //CurrentFootSteps.BindTexture(CurrentFootSteps.GetTexture("/misc/footprint.png")); CurrentFootSteps.BindTexture("misc.footprint.png"); //GL.Enable(EnableCap.Blend); //GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); par1Tessellator.StartDrawingQuads(); par1Tessellator.SetColorRGBA_F(f6, f6, f6, f1); par1Tessellator.AddVertexWithUV(f3 - f2, f4, f5 + f2, 0.0F, 1.0D); par1Tessellator.AddVertexWithUV(f3 + f2, f4, f5 + f2, 1.0D, 1.0D); par1Tessellator.AddVertexWithUV(f3 + f2, f4, f5 - f2, 1.0D, 0.0F); par1Tessellator.AddVertexWithUV(f3 - f2, f4, f5 - f2, 0.0F, 0.0F); par1Tessellator.Draw(); //GL.Disable(EnableCap.Blend); //GL.Enable(EnableCap.Lighting); }
/// <summary> /// Takes a coordinate in and returns a weight to determine how likely this creature will try to path to the block. /// Args: x, y, z /// </summary> public override float GetBlockPathWeight(int par1, int par2, int par3) { if (WorldObj.GetBlockId(par1, par2 - 1, par3) == Block.Grass.BlockID) { return(10F); } else { return(WorldObj.GetLightBrightness(par1, par2, par3) - 0.5F); } }
/// <summary> /// Takes a coordinate in and returns a weight to determine how likely this creature will try to path to the block. /// Args: x, y, z /// </summary> public override float GetBlockPathWeight(int par1, int par2, int par3) { return(0.5F - WorldObj.GetLightBrightness(par1, par2, par3)); }