Use callback-style events throughout all versions
Removes the need for //#if statements on each and every event handler. Instead we now always use the equivalent Callback and have one central 1.12.2 class which forwards Forge events to the callbacks.
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@@ -1,6 +1,7 @@
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//#if MC>=10800
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package com.replaymod.compat.shaders;
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import com.replaymod.core.events.PreRenderCallback;
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import com.replaymod.render.hooks.EntityRendererHandler;
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import de.johni0702.minecraft.gui.utils.EventRegistrations;
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import net.minecraft.client.MinecraftClient;
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@@ -9,13 +10,6 @@ import java.lang.reflect.InvocationTargetException;
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import static com.replaymod.core.versions.MCVer.getRenderPartialTicks;
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//#if FABRIC>=1
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import com.replaymod.core.events.PreRenderCallback;
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//#else
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//$$ import net.minecraftforge.eventbus.api.SubscribeEvent;
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//$$ import net.minecraftforge.event.TickEvent;
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//#endif
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public class ShaderBeginRender extends EventRegistrations {
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private final MinecraftClient mc = MinecraftClient.getInstance();
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@@ -25,14 +19,8 @@ public class ShaderBeginRender extends EventRegistrations {
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* as this would usually get called by EntityRenderer#renderWorld,
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* which we're not calling during rendering.
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*/
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//#if FABRIC>=1
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{ on(PreRenderCallback.EVENT, this::onRenderTickStart); }
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private void onRenderTickStart() {
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//#else
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//$$ @SubscribeEvent
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//$$ public void onRenderTickStart(TickEvent.RenderTickEvent event) {
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//$$ if (event.phase != TickEvent.Phase.START) return;
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//#endif
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if (ShaderReflection.shaders_beginRender == null) return;
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if (ShaderReflection.config_isShaders == null) return;
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