Posted December 23, 20177 yr When drawing a rectangle during the RenderGameOverlayEvent the hot bar gets tinted very strangely. The effect seems to vary between day and night too. Here's the code for the overlay. @Mod.EventBusSubscriber(modid = WeaponsCore.ID, value = {Side.CLIENT}) public class OverlayReload extends Gui { @SubscribeEvent public static void render(RenderGameOverlayEvent.Post event) { if(event.getType() != RenderGameOverlayEvent.ElementType.HOTBAR) { //if (Minecraft.getMinecraft().playerController.shouldDrawHUD()) //{ renderReload(event.getResolution()); //} } } public static void renderReload(ScaledResolution resolution) // TODO { Minecraft mc = Minecraft.getMinecraft(); if (mc.getRenderViewEntity() instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) mc.getRenderViewEntity(); ItemStack stack = player.getHeldItemMainhand(); // TODO if(player.isHandActive()) { if(stack.getItem() != null && stack.getItem() instanceof WeaponRanged) { float reload = Math.min((float) player.getItemInUseMaxCount() / (float) ((WeaponRanged) stack.getItem()).getRangedComponent().getProperties().getReload(), 1F); int color = 0; if(ReloadHelper.isEmpty(stack)) { if(reload < 1F) { color = 0x60EAA800; } else { color = 0x60348E00; } } else if(ReloadHelper.isReloaded(stack)) { color = 0x60C60000; reload = 1F; } int slot = player.inventory.getSlotFor(stack); GlStateManager.color(1F, 1F, 1F, 1F); GlStateManager.pushAttrib(); int x0 = resolution.getScaledWidth() / 2 - 88 + slot * 20; int y0 = resolution.getScaledHeight() - 3; drawRect(x0, y0, x0 + 16, y0 - (int) (reload * 16), color); GlStateManager.popAttrib(); } } } } } Edited December 23, 20177 yr by Melonslise
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