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Made Laser Relays less particle render heavy - But also less good looking.
Gotta find a better solution at some point.
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1 changed files with 2 additions and 2 deletions
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@ -43,13 +43,13 @@ public class TileEntityLaserRelay extends TileEntityBase implements IEnergyRecei
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@SideOnly(Side.CLIENT)
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public void renderParticles(){
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if(Util.RANDOM.nextInt(2) == 0){
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if(Util.RANDOM.nextInt(15) == 0){
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Position thisPos = new Position(this.xCoord, this.yCoord, this.zCoord);
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LaserRelayConnectionHandler.Network network = LaserRelayConnectionHandler.getInstance().getNetworkFor(thisPos);
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if(network != null){
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for(LaserRelayConnectionHandler.ConnectionPair aPair : network.connections){
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if(aPair.contains(thisPos) && thisPos.isEqual(aPair.firstRelay)){
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PacketParticle.renderParticlesFromAToB(aPair.firstRelay.getX(), aPair.firstRelay.getY(), aPair.firstRelay.getZ(), aPair.secondRelay.getX(), aPair.secondRelay.getY(), aPair.secondRelay.getZ(), ConfigBoolValues.LESS_LASER_RELAY_PARTICLES.isEnabled() ? 1 : 6, 0.6F, COLOR, 0.6F);
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PacketParticle.renderParticlesFromAToB(aPair.firstRelay.getX(), aPair.firstRelay.getY(), aPair.firstRelay.getZ(), aPair.secondRelay.getX(), aPair.secondRelay.getY(), aPair.secondRelay.getZ(), ConfigBoolValues.LESS_LASER_RELAY_PARTICLES.isEnabled() ? 1 : 4, 0.8F, COLOR, 1F);
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}
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}
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}
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