Add renderGoalIgnoreDepth setting
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69762bf4b4
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@ -302,6 +302,11 @@ public class Settings {
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*/
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*/
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public Setting<Boolean> renderGoal = new Setting<>(true);
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public Setting<Boolean> renderGoal = new Setting<>(true);
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/**
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* Ignore depth when rendering the goal
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*/
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public Setting<Boolean> renderGoalIgnoreDepth = new Setting<>(false);
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/**
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/**
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* Line width of the path when rendered, in pixels
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* Line width of the path when rendered, in pixels
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*/
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*/
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@ -232,26 +232,12 @@ public final class PathRenderer implements Helper {
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GlStateManager.glLineWidth(Baritone.settings().goalRenderLineWidthPixels.get());
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GlStateManager.glLineWidth(Baritone.settings().goalRenderLineWidthPixels.get());
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GlStateManager.disableTexture2D();
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GlStateManager.disableTexture2D();
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GlStateManager.depthMask(false);
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GlStateManager.depthMask(false);
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if (Baritone.settings().renderGoalIgnoreDepth.get()) {
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if (y1 != 0) {
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GlStateManager.disableDepth();
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BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
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BUFFER.pos(minX, y1, minZ).endVertex();
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BUFFER.pos(maxX, y1, minZ).endVertex();
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BUFFER.pos(maxX, y1, maxZ).endVertex();
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BUFFER.pos(minX, y1, maxZ).endVertex();
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BUFFER.pos(minX, y1, minZ).endVertex();
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TESSELLATOR.draw();
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}
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}
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if (y2 != 0) {
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renderHorizontalQuad(minX, maxX, minZ, maxZ, y1);
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BUFFER.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION);
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renderHorizontalQuad(minX, maxX, minZ, maxZ, y2);
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BUFFER.pos(minX, y2, minZ).endVertex();
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BUFFER.pos(maxX, y2, minZ).endVertex();
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BUFFER.pos(maxX, y2, maxZ).endVertex();
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BUFFER.pos(minX, y2, maxZ).endVertex();
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BUFFER.pos(minX, y2, minZ).endVertex();
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TESSELLATOR.draw();
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}
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BUFFER.begin(GL_LINES, DefaultVertexFormats.POSITION);
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BUFFER.begin(GL_LINES, DefaultVertexFormats.POSITION);
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BUFFER.pos(minX, minY, minZ).endVertex();
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BUFFER.pos(minX, minY, minZ).endVertex();
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@ -264,9 +250,22 @@ public final class PathRenderer implements Helper {
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BUFFER.pos(minX, maxY, maxZ).endVertex();
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BUFFER.pos(minX, maxY, maxZ).endVertex();
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TESSELLATOR.draw();
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TESSELLATOR.draw();
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if (Baritone.settings().renderGoalIgnoreDepth.get()) {
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GlStateManager.enableDepth();
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}
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GlStateManager.depthMask(true);
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GlStateManager.depthMask(true);
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GlStateManager.enableTexture2D();
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GlStateManager.enableTexture2D();
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GlStateManager.disableBlend();
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GlStateManager.disableBlend();
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}
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}
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private static void renderHorizontalQuad(double minX, double maxX, double minZ, double maxZ, double y) {
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if (y != 0) {
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BUFFER.begin(GL_LINE_LOOP, DefaultVertexFormats.POSITION);
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BUFFER.pos(minX, y, minZ).endVertex();
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BUFFER.pos(maxX, y, minZ).endVertex();
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BUFFER.pos(maxX, y, maxZ).endVertex();
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BUFFER.pos(minX, y, maxZ).endVertex();
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TESSELLATOR.draw();
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}
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}
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}
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}
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