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- // Nested for loops, providing j3, l2, i3 (X, Y, Z) and k2 (render pass) and some other stuff
- if (k3 > k2)
- {
- flag = true;
- }
- if(!ASMHooks.onRenderByTypePre(renderblocks, renderblocks.blockAccess, j3, l2, i3, block, k2)) {
- /* Vanilla Stuff Start */
- if (!block.canRenderInPass(k2)) continue;
- flag1 |= renderblocks.renderBlockByRenderType(block, j3, l2, i3);
- if (block.getRenderType() == 0 && j3 == l1 && l2 == i2 && i3 == j2)
- {
- renderblocks.setRenderFromInside(true);
- renderblocks.setRenderAllFaces(true);
- renderblocks.renderBlockByRenderType(block, j3, l2, i3);
- renderblocks.setRenderFromInside(false);
- renderblocks.setRenderAllFaces(false);
- }
- /* Vanilla Stuff End */
- ASMHooks.onRenderByTypePost(renderblocks, renderblocks.blockAccess, j3, l2, i3, block, k2);
- } else {
- flag1 = true;
- }
- // End of the nested for loops
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