Fixed phase weaver blink / Fixed item image offset (again)
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@@ -14,7 +14,7 @@ public class ItemImage extends Stack{
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public ItemImage(TextureRegion region, Supplier<CharSequence> text){
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Table t = new Table().left().bottom();
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t.label(text).color(Color.DARK_GRAY).padBottom(-26).get().setFontScale(Unit.dp.scl(0.5f));
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t.label(text).color(Color.DARK_GRAY).padBottom(-20).get().setFontScale(Unit.dp.scl(0.5f));
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t.row();
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t.label(text).get().setFontScale(Unit.dp.scl(0.5f));
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@@ -25,7 +25,7 @@ public class ItemImage extends Stack{
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public ItemImage(ItemStack stack){
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Table t = new Table().left().bottom();
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t.add(stack.amount + "").color(Color.DARK_GRAY).padBottom(-26).get().setFontScale(Unit.dp.scl(0.5f));
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t.add(stack.amount + "").color(Color.DARK_GRAY).padBottom(-20).get().setFontScale(Unit.dp.scl(0.5f));
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t.row();
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t.add(stack.amount + "").get().setFontScale(Unit.dp.scl(0.5f));
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@@ -40,30 +40,27 @@ public class PhaseWeaver extends PowerSmelter{
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Draw.rect(bottomRegion, tile.drawx(), tile.drawy());
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if(entity.heat > 0.001f){
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float progress = 0.5f;
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float progress = 0.5f;
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Shaders.build.region = weaveRegion;
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Shaders.build.progress = progress;
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Shaders.build.color.set(Palette.accent);
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Shaders.build.color.a = entity.heat;
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Shaders.build.time = -entity.time / 10f;
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Shaders.build.region = weaveRegion;
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Shaders.build.progress = progress;
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Shaders.build.color.set(Palette.accent);
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Shaders.build.time = -entity.time / 10f;
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Graphics.shader(Shaders.build, false);
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Shaders.build.apply();
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Draw.rect(weaveRegion, tile.drawx(), tile.drawy(), entity.time);
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Graphics.shader();
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Graphics.shader(Shaders.build, false);
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Shaders.build.apply();
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Draw.rect(weaveRegion, tile.drawx(), tile.drawy(), entity.time);
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Graphics.shader();
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Draw.color(Palette.accent);
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Draw.color(Palette.accent);
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Lines.lineAngleCenter(
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tile.drawx() + Mathf.sin(entity.time, 6f, Vars.tilesize / 3f * size),
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tile.drawy(),
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90,
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size * Vars.tilesize / 2f);
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Lines.lineAngleCenter(
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tile.drawx() + Mathf.sin(entity.time, 6f, Vars.tilesize / 3f * size),
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tile.drawy(),
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90,
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size * Vars.tilesize / 2f);
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Draw.reset();
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}
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Draw.reset();
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Draw.rect(region, tile.drawx(), tile.drawy());
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}
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