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refactor: extract specialized render utilities from RenderUtils god class
Break down monolithic RenderUtils.kt (4,786 lines) into focused, specialized classes: Created new utilities: - RenderGL.kt: OpenGL state management (107 lines) * glCapMap management, blend/depth/texture state helpers * setupBlend(), setupRender2D(), restoreRender2D() - RenderPrimitives.kt: 2D shape rendering (226 lines) * Basic shapes: rectangles, circles, gradients, rounded rects * drawRect(), drawCircle(), drawGradientRect(), drawRoundedRect() - Render3D.kt: 3D world rendering (201 lines) * Block boxes, entity bounding boxes, platforms * drawBlockBox(), drawFilledBox(), drawPlatform() - RenderEffects.kt: Visual effects (265 lines) * Shadows, glows, bloom, blur effects with LRU cache * drawShadowRect(), drawBloom(), fakeCircleGlow() - RenderEntity.kt: Entity visual effects (431 lines) * Combat visuals: Crystal, Zavz, Jello, FDP, Lies * drawCrystal(), drawZavz(), drawJello(), drawFDP(), drawLies() - RenderTexture.kt: Texture operations (301 lines) * Modal rects, texture drawing, image-to-texture conversion * drawModalRectWithCustomSizedTexture(), convertImageToTexture() Improvements: - Extracted ~1,500 lines into 6 specialized classes - Added deprecation warnings with ReplaceWith hints - Maintained 100% backward compatibility via delegates - All specialized classes have single responsibility - Proper author attribution (@author Zywl) - Organized imports and removed decorative comments Build: ✅ All tests passing, zero compilation errors
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/*
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* FDPClient Hacked Client
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* A free open source mixin-based injection hacked client for Minecraft using Minecraft Forge.
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* https://github.com/SkidderMC/FDPClient/
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*/
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package net.ccbluex.liquidbounce.utils.render
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import net.ccbluex.liquidbounce.utils.client.MinecraftInstance
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import net.minecraft.client.renderer.GlStateManager
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import net.minecraft.client.renderer.Tessellator
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import net.minecraft.client.renderer.vertex.DefaultVertexFormats
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import net.minecraft.util.AxisAlignedBB
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import net.minecraft.util.BlockPos
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import org.lwjgl.opengl.GL11.*
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import java.awt.Color
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/**
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* 3D world rendering utilities
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*
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* @author Zywl
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*/
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object Render3D : MinecraftInstance {
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fun drawBlockBox(blockPos: BlockPos, color: Color, outline: Boolean) {
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val renderManager = mc.renderManager
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val timer = mc.timer
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val x = blockPos.x - renderManager.renderPosX
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val y = blockPos.y - renderManager.renderPosY
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val z = blockPos.z - renderManager.renderPosZ
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var axisAlignedBB = AxisAlignedBB.fromBounds(x, y, z, x + 1.0, y + 1.0, z + 1.0)
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val block = mc.theWorld.getBlockState(blockPos).block
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if (block != null) {
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val player = mc.thePlayer
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val posX = player.lastTickPosX + (player.posX - player.lastTickPosX) * timer.renderPartialTicks
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val posY = player.lastTickPosY + (player.posY - player.lastTickPosY) * timer.renderPartialTicks
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val posZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * timer.renderPartialTicks
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block.setBlockBoundsBasedOnState(mc.theWorld, blockPos)
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axisAlignedBB = block.getSelectedBoundingBox(mc.theWorld, blockPos)
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.expand(0.0020000000949949026, 0.0020000000949949026, 0.0020000000949949026)
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.offset(-posX, -posY, -posZ)
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}
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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RenderGL.enableGlCap(GL_BLEND)
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RenderGL.disableGlCap(GL_TEXTURE_2D, GL_DEPTH_TEST)
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glDepthMask(false)
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RenderGL.glColor(color.red, color.green, color.blue, if (color.alpha != 255) color.alpha else if (outline) 26 else 35)
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drawFilledBox(axisAlignedBB)
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if (outline) {
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glLineWidth(1f)
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RenderGL.enableGlCap(GL_LINE_SMOOTH)
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RenderGL.glColor(color.red, color.green, color.blue, 255)
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drawSelectionBoundingBox(axisAlignedBB)
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}
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GlStateManager.resetColor()
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glDepthMask(true)
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RenderGL.resetCaps()
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}
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fun drawSelectionBoundingBox(boundingBox: AxisAlignedBB) {
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val tessellator = Tessellator.getInstance()
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val worldrenderer = tessellator.worldRenderer
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worldrenderer.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION)
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worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.minZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.minY, boundingBox.maxZ).endVertex()
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worldrenderer.pos(boundingBox.maxX, boundingBox.maxY, boundingBox.maxZ).endVertex()
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worldrenderer.pos(boundingBox.minX, boundingBox.maxY, boundingBox.maxZ).endVertex()
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worldrenderer.pos(boundingBox.minX, boundingBox.minY, boundingBox.maxZ).endVertex()
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tessellator.draw()
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}
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fun drawFilledBox(axisAlignedBB: AxisAlignedBB) {
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val tessellator = Tessellator.getInstance()
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val worldRenderer = tessellator.worldRenderer
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worldRenderer.begin(GL_QUADS, DefaultVertexFormats.POSITION)
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.minX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.minZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.maxY, axisAlignedBB.maxZ).endVertex()
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worldRenderer.pos(axisAlignedBB.maxX, axisAlignedBB.minY, axisAlignedBB.maxZ).endVertex()
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tessellator.draw()
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}
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fun drawAxisAlignedBB(axisAlignedBB: AxisAlignedBB, color: Color) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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glEnable(GL_BLEND)
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glLineWidth(2f)
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glDisable(GL_TEXTURE_2D)
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glDisable(GL_DEPTH_TEST)
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glDepthMask(false)
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RenderGL.glColor(color)
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drawFilledBox(axisAlignedBB)
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GlStateManager.resetColor()
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glEnable(GL_TEXTURE_2D)
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glEnable(GL_DEPTH_TEST)
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glDepthMask(true)
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glDisable(GL_BLEND)
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}
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fun drawPlatform(y: Double, color: Color, size: Double) {
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val renderManager = mc.renderManager
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drawAxisAlignedBB(
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AxisAlignedBB(
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size, y, size, -size, y - 0.01, -size
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).offset(renderManager.renderPosX, renderManager.renderPosY, renderManager.renderPosZ), color
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)
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}
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}

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