TominoCZ Posted August 15, 2016 Author Posted August 15, 2016 Now the last thing... The particles are spawning at the point that I gave it.... I mean it just spawns at that spot instead of spawning at the cursor when digging.. EDIT: DONE! FBPParticleEmitter.class(FBP - Fancy Block Particles): package com.TominoCZ.FBP; import java.lang.reflect.Field; import java.util.ArrayList; import java.util.Iterator; import java.util.Queue; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.client.particle.Particle; import net.minecraft.client.particle.ParticleDigging; import net.minecraft.client.particle.ParticleEmitter; import net.minecraft.client.particle.ParticleManager; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.texture.TextureAtlasSprite; import net.minecraft.entity.Entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; public class FBPParticleEmitter extends ParticleEmitter { Field PosX; Field PosY; Field PosZ; Field SourceState; Queue<Particle> queue; IBlockState prevSourceState; public FBPParticleEmitter(Queue<Particle> q) { super(Minecraft.getMinecraft().theWorld, new EntityItem(Minecraft.getMinecraft().theWorld), EnumParticleTypes.SNOWBALL); queue = q; } @Override public void setRBGColorF(float particleRedIn, float particleGreenIn, float particleBlueIn) { } @Override public void setAlphaF(float alpha) { } @Override public void setMaxAge(int p_187114_1_) { } @Override public void onUpdate() { try { if (queue != null) { if (queue.isEmpty() == false) { ArrayList<Particle> newParticles = new ArrayList<Particle>(); Iterator<Particle> it = queue.iterator(); while (it.hasNext()) { Object c = it.next(); if (c instanceof ParticleDigging) { if (Main.isDev() == true) { PosX = c.getClass().forName("net.minecraft.client.particle.Particle").getDeclaredField("posX"); PosY = c.getClass().forName("net.minecraft.client.particle.Particle").getDeclaredField("posY"); PosZ = c.getClass().forName("net.minecraft.client.particle.Particle").getDeclaredField("posZ"); SourceState = c.getClass().getDeclaredField("sourceState"); } else { PosX = c.getClass().forName("net.minecraft.client.particle.Particle").getDeclaredField("field_187126_f"); PosY = c.getClass().forName("net.minecraft.client.particle.Particle").getDeclaredField("field_187127_g"); PosZ = c.getClass().forName("net.minecraft.client.particle.Particle").getDeclaredField("field_187128_h"); SourceState = c.getClass().getDeclaredField("field_174847_a"); } PosX.setAccessible(true); PosY.setAccessible(true); PosZ.setAccessible(true); SourceState.setAccessible(true); prevSourceState = (IBlockState)SourceState.get(c); it.remove(); newParticles.add(new FBPParticleDigging(Minecraft.getMinecraft().theWorld, (double)PosX.get(c), (double)PosY.get(c), (double)PosZ.get(c), motionX, motionY, motionZ, prevSourceState)); } } queue.addAll(newParticles); } } } catch (Exception x) { System.out.println("[" + Main.name + "]: An error occured at onUpdate(int p_187114_1_):"); x.printStackTrace(); } } @Override public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { } @Override public void setParticleTexture(TextureAtlasSprite texture) { } @Override public void setParticleTextureIndex(int particleTextureIndex) { } @Override public void nextTextureIndexX() { } @Override public void setExpired() { } @Override protected void setSize(float p_187115_1_, float p_187115_2_) { } @Override public void setPosition(double p_187109_1_, double p_187109_3_, double p_187109_5_) { } @Override public void moveEntity(double x, double y, double z) { } @Override protected void resetPositionToBB() { } @Override public void setEntityBoundingBox(AxisAlignedBB p_187108_1_) { } } FBPParticleDigging.class: package com.TominoCZ.FBP; import javax.annotation.Nullable; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.client.particle.IParticleFactory; import net.minecraft.client.particle.Particle; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.entity.Entity; import net.minecraft.init.Blocks; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class FBPParticleDigging extends Particle { private final IBlockState sourceState; protected FBPParticleDigging(World worldIn, double xCoordIn, double yCoordIn, double zCoordIn, double xSpeedIn, double ySpeedIn, double zSpeedIn, IBlockState state) { super(worldIn, xCoordIn, yCoordIn, zCoordIn, xSpeedIn, ySpeedIn, zSpeedIn); this.sourceState = state; this.setParticleTexture(Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(state)); this.particleGravity = state.getBlock().blockParticleGravity; this.particleRed = 0.6F; this.particleGreen = 0.6F; this.particleBlue = 0.6F; if (Minecraft.isFancyGraphicsEnabled() == true) { this.particleScale /= 1.25F; this.particleMaxAge *= 3.0F; } else { this.particleScale /= 2.0F; this.particleMaxAge = (int)(4.0F / (this.rand.nextFloat() * 0.9F + 0.1F));; } } protected void multiplyColor(@Nullable BlockPos p_187154_1_) { int i = Minecraft.getMinecraft().getBlockColors().colorMultiplier(this.sourceState, this.worldObj, p_187154_1_, 0); this.particleRed *= (float) (i >> 16 & 255) / 255.0F; this.particleGreen *= (float) (i >> 8 & 255) / 255.0F; this.particleBlue *= (float) (i & 255) / 255.0F; } public int getFXLayer() { return 1; } /** * Renders the particle */ public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { float f = ((float) this.particleTextureIndexX + this.particleTextureJitterX / 4.0F) / 16.0F; float f1 = f + 0.015609375F; float f2 = ((float) this.particleTextureIndexY + this.particleTextureJitterY / 4.0F) / 16.0F; float f3 = f2 + 0.015609375F; float f4 = 0.1F * this.particleScale; if (this.particleTexture != null) { f = this.particleTexture.getInterpolatedU((double) (this.particleTextureJitterX / 4.0F * 16.0F)); f1 = this.particleTexture.getInterpolatedU((double) ((this.particleTextureJitterX + 1.0F) / 4.0F * 16.0F)); f2 = this.particleTexture.getInterpolatedV((double) (this.particleTextureJitterY / 4.0F * 16.0F)); f3 = this.particleTexture.getInterpolatedV((double) ((this.particleTextureJitterY + 1.0F) / 4.0F * 16.0F)); } float f5 = (float) (this.prevPosX + (this.posX - this.prevPosX) * (double) partialTicks - interpPosX); float f6 = (float) (this.prevPosY + (this.posY - this.prevPosY) * (double) partialTicks - interpPosY); float f7 = (float) (this.prevPosZ + (this.posZ - this.prevPosZ) * (double) partialTicks - interpPosZ); int i = this.getBrightnessForRender(partialTicks); int j = i >> 16 & 65535; int k = i & 65535; if (Minecraft.isFancyGraphicsEnabled() == true) { this.particleRed = this.particleGreen = this.particleBlue * 1.4F; System.out.println("Fancy enabled, drawin cubes."); // front worldRendererIn .pos(f5, f6, f7).tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6 + f4, f7).tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6 + f4, f7).tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6, f7).tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); // back worldRendererIn .pos(f5 + f4, f6, f7 + f4).tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6 + f4, f7 + f4).tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6 + f4, f7 + f4).tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6, f7 + f4).tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); // left worldRendererIn .pos(f5, f6, f7 + f4).tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6 + f4, f7 + f4).tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6 + f4, f7).tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6, f7).tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); // right worldRendererIn .pos(f5 + f4, f6, f7).tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6 + f4, f7).tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6 + f4, f7 + f4).tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6, f7 + f4).tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); // top worldRendererIn .pos(f5, f6 + f4, f7).tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6 + f4, f7 + f4).tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6 + f4, f7 + f4).tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6 + f4, f7).tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); // bottom worldRendererIn .pos(f5, f6, f7 + f4).tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5, f6, f7).tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6, f7).tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); worldRendererIn .pos(f5 + f4, f6, f7 + f4).tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha) .lightmap(j, k).endVertex(); } else { worldRendererIn .pos((f5 - rotationX * f4 - rotationXY * f4), (double) (f6 - rotationZ * f4), (double) (f7 - rotationYZ * f4 - rotationXZ * f4)) .tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); worldRendererIn .pos((double) (f5 - rotationX * f4 + rotationXY * f4), (double) (f6 + rotationZ * f4), (double) (f7 - rotationYZ * f4 + rotationXZ * f4)) .tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); worldRendererIn .pos((double) (f5 + rotationX * f4 + rotationXY * f4), (double) (f6 + rotationZ * f4), (double) (f7 + rotationYZ * f4 + rotationXZ * f4)) .tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); worldRendererIn .pos((double) (f5 + rotationX * f4 - rotationXY * f4), (double) (f6 - rotationZ * f4), (double) (f7 + rotationYZ * f4 - rotationXZ * f4)) .tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); } } public int getBrightnessForRender(float p_189214_1_) { int i = super.getBrightnessForRender(p_189214_1_); int j = 0; if (this.worldObj.isBlockLoaded(new BlockPos(posX, posY, posZ))) { j = this.worldObj.getCombinedLight(new BlockPos(posX, posY, posZ), 0); } return i == 0 ? j : i; } } Quote
TominoCZ Posted August 15, 2016 Author Posted August 15, 2016 Alright, today I finished some little details and it works perfectly. Now we can finally begin discussing the rotation.. /** * Renders the particle */ public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { float f = ((float) this.particleTextureIndexX + this.particleTextureJitterX / 4.0F) / 16.0F; float f1 = f + 0.015609375F; float f2 = ((float) this.particleTextureIndexY + this.particleTextureJitterY / 4.0F) / 16.0F; float f3 = f2 + 0.015609375F; float f4 = 0.1F * this.particleScale; if (this.particleTexture != null) { f = this.particleTexture.getInterpolatedU((double) (this.particleTextureJitterX / 4.0F * 16.0F)); f1 = this.particleTexture.getInterpolatedU((double) ((this.particleTextureJitterX + 1.0F) / 4.0F * 16.0F)); f2 = this.particleTexture.getInterpolatedV((double) (this.particleTextureJitterY / 4.0F * 16.0F)); f3 = this.particleTexture.getInterpolatedV((double) ((this.particleTextureJitterY + 1.0F) / 4.0F * 16.0F)); } float f5 = (float) (this.prevPosX + (this.posX - this.prevPosX) * (double) partialTicks - interpPosX); float f6 = (float) (this.prevPosY + (this.posY - this.prevPosY) * (double) partialTicks - interpPosY); float f7 = (float) (this.prevPosZ + (this.posZ - this.prevPosZ) * (double) partialTicks - interpPosZ); int i = this.getBrightnessForRender(partialTicks); int j = i >> 16 & 65535; int k = i & 65535; if (Minecraft.isFancyGraphicsEnabled() == true) { this.particleRed = this.particleGreen = this.particleBlue * 1.4F; System.out.println("Fancy enabled, drawin cubes."); // front worldRendererIn.pos(f5, f6, f7).tex((double) f1, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6 + f4, f7).tex((double) f1, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7).tex((double) f, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6, f7).tex((double) f, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); // back worldRendererIn.pos(f5 + f4, f6, f7 + f4).tex((double) f, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7 + f4).tex((double) f, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6 + f4, f7 + f4).tex((double) f1, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6, f7 + f4).tex((double) f1, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); // left worldRendererIn.pos(f5, f6, f7 + f4).tex((double) f1, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6 + f4, f7 + f4).tex((double) f, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6 + f4, f7).tex((double) f, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6, f7).tex((double) f1, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); // right worldRendererIn.pos(f5 + f4, f6, f7).tex((double) f, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7).tex((double) f1, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7 + f4).tex((double) f1, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6, f7 + f4).tex((double) f, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); // top worldRendererIn.pos(f5, f6 + f4, f7).tex((double) f1, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6 + f4, f7 + f4).tex((double) f1, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7 + f4).tex((double) f, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7).tex((double) f, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); // bottom worldRendererIn.pos(f5, f6, f7 + f4).tex((double) f, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5, f6, f7).tex((double) f, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6, f7).tex((double) f1, (double) f3) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); worldRendererIn.pos(f5 + f4, f6, f7 + f4).tex((double) f1, (double) f2) .color(this.particleRed, this.particleGreen, this.particleBlue, this.particleAlpha).lightmap(j, k) .endVertex(); } else { worldRendererIn .pos((f5 - rotationX * f4 - rotationXY * f4), (double) (f6 - rotationZ * f4), (double) (f7 - rotationYZ * f4 - rotationXZ * f4)) .tex((double) f, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); worldRendererIn .pos((double) (f5 - rotationX * f4 + rotationXY * f4), (double) (f6 + rotationZ * f4), (double) (f7 - rotationYZ * f4 + rotationXZ * f4)) .tex((double) f, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); worldRendererIn .pos((double) (f5 + rotationX * f4 + rotationXY * f4), (double) (f6 + rotationZ * f4), (double) (f7 + rotationYZ * f4 + rotationXZ * f4)) .tex((double) f1, (double) f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); worldRendererIn .pos((double) (f5 + rotationX * f4 - rotationXY * f4), (double) (f6 - rotationZ * f4), (double) (f7 + rotationYZ * f4 - rotationXZ * f4)) .tex((double) f1, (double) f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F) .lightmap(j, k).endVertex(); } } f4 is the particle scale.. Quote
TominoCZ Posted August 15, 2016 Author Posted August 15, 2016 omfg f5, f6, f7 is x, y, z position of the particle And read the very first question. Quote
TominoCZ Posted August 15, 2016 Author Posted August 15, 2016 Quote you're going to have to rotate them manually Well that's what I'm trying to fucking do Quote
Draco18s Posted August 15, 2016 Posted August 15, 2016 http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
TominoCZ Posted August 15, 2016 Author Posted August 15, 2016 On 8/15/2016 at 4:03 PM, Draco18s said: http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] I knew it Quote
TominoCZ Posted August 15, 2016 Author Posted August 15, 2016 On 8/15/2016 at 6:28 PM, diesieben07 said: Quote http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] Ey, this is Ernio's job http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] Quote
Ernio Posted August 15, 2016 Posted August 15, 2016 On 8/15/2016 at 7:23 PM, TominoCZ said: Quote Quote http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] Ey, this is Ernio's job http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/tumblr_ljh0puClWT1qfkt17.gif[/img] Quote Quote 1.7.10 is no longer supported by forge, you are on your own.
Ernio Posted August 15, 2016 Posted August 15, 2016 On 8/15/2016 at 10:25 PM, diesieben07 said: He never fails to disappoint. No, but seriously - this has triggered deep research as to what "Never fail to disappoint." actually means... While I know the phrase, I probably just never used it and to this point never really knew for sure. Apparently many people think it means "He always delivers." while logically approaching it means "He always disappoints." Said that - you gave me thank you so my guess you thought it was the 1st. http://i1.ytimg.com/vi/GD6qtc2_AQA/hqdefault.jpg[/img] #topicGoneOfftopic Quote Quote 1.7.10 is no longer supported by forge, you are on your own.
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