FIX: Grass color and egg red rectangle
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@@ -189,9 +189,9 @@ void ItemRenderer::renderGuiItem(Font* font, Textures* textures, const ItemInsta
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// it we're batching for saving the
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// buffer, this will fail miserably
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t.endOverrideAndDraw();
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glDisable2(GL_TEXTURE_2D);
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fillRect(t, x, y, w, h, 0xff0000);
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glEnable2(GL_TEXTURE_2D);
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// glDisable2(GL_TEXTURE_2D);
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// fillRect(t, x, y, w, h, 0xff0000);
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// glEnable2(GL_TEXTURE_2D);
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renderGuiItemCorrect(font, textures, item, int(x), int(y));
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t.beginOverride();
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}
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@@ -48,9 +48,9 @@ int TallGrass::getColor( LevelSource* level, int x, int y, int z ) {
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if (!GrassColor::useTint && d == DEAD_SHRUB){
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return 0xffffff;
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}
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if (GrassColor::useTint){
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return GrassColor::get(temp, rain);
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}
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// if (GrassColor::useTint){
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// return GrassColor::get(temp, rain); @fixme @todo doesnt work properly
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// }
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// @TODO port this function from beta 1.6.6 probably, for now im using biomesource to tint it directly above - shredder
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//if (GrassColor::useTint){
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//return level->getBiome(x, z)->getGrassColor();
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