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-rw-r--r--features/dungeonSolvers/index.js6
-rw-r--r--utils/renderUtils.js6
2 files changed, 6 insertions, 6 deletions
diff --git a/features/dungeonSolvers/index.js b/features/dungeonSolvers/index.js
index 3ab1814..eb14396 100644
--- a/features/dungeonSolvers/index.js
+++ b/features/dungeonSolvers/index.js
@@ -116,10 +116,10 @@ class DungeonSolvers extends Feature {
let startPoint = [skullE[f.posX.Entity], skullE[f.posY.Entity], skullE[f.posZ.Entity]]
let endPoint = [skullE[f.posX.Entity]+xSpeed2*time, skullE[f.posY.Entity]+ySpeed2*time, skullE[f.posZ.Entity]+zSpeed2*time]
let pingPoint = [skullE[f.posX.Entity]+xSpeed2*this.ping, skullE[f.posY.Entity]+ySpeed2*this.ping, skullE[f.posZ.Entity]+zSpeed2*this.ping]
- renderUtils.drawLine(startPoint[0], startPoint[1]+2, startPoint[2], endPoint[0], endPoint[1]+2, endPoint[2], 255, 0, 0, 2)
+ renderUtils.drawLine(startPoint[0], startPoint[1]+2, startPoint[2], endPoint[0], endPoint[1]+2, endPoint[2], 255, 0, 0, 2, false)
- renderUtils.drawBoxAtBlock(pingPoint[0]-0.5, pingPoint[1]+1, pingPoint[2]-0.5, 0, 255, 0)
- renderUtils.drawBoxAtBlock(endPoint[0]-0.5, endPoint[1]+1, endPoint[2]-0.5, 255, 0, 0)
+ renderUtils.drawBoxAtBlockNotVisThruWalls(pingPoint[0]-0.5, pingPoint[1]+1, pingPoint[2]-0.5, 0, 255, 0)
+ renderUtils.drawBoxAtBlockNotVisThruWalls(endPoint[0]-0.5, endPoint[1]+1, endPoint[2]-0.5, 255, 0, 0)
// if(this.eMovingThing[skull.getUUID().toString()] && this.eMovingThing[skull.getUUID().toString()].timeTook){
// Tessellator.drawString((time/1000).toFixed(3)+"s", endPoint[0], endPoint[1]+2, endPoint[2])
diff --git a/utils/renderUtils.js b/utils/renderUtils.js
index 1491756..5c44b92 100644
--- a/utils/renderUtils.js
+++ b/utils/renderUtils.js
@@ -35,14 +35,14 @@ module.exports = {
b: b * 255
};
},
- drawLine:function (x, y, z, x2, y2, z2, r, g, b, thickness=1) {
+ drawLine:function (x, y, z, x2, y2, z2, r, g, b, thickness=1, phase=true) {
GL11.glBlendFunc(770, 771);
GL11.glEnable(GL11.GL_BLEND);
GL11.glLineWidth(thickness);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(false);
+ if(phase)GL11.glDepthMask(false);
GlStateManager.func_179094_E();
Tessellator.begin(3).colorize(r, g, b);
@@ -56,7 +56,7 @@ module.exports = {
GlStateManager.func_179121_F();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_DEPTH_TEST);
- GL11.glDepthMask(true);
+ if(phase)GL11.glDepthMask(true);
GL11.glDisable(GL11.GL_BLEND);
},
drawLineWithDepth:function (x, y, z, x2, y2, z2, r, g, b,t) {