Reduce scope of variables
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@@ -332,10 +332,9 @@ public class BaseBlockRender<B extends AEBaseBlock, T extends AEBaseTile>
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public void renderInvBlock( EnumSet<AEPartLocation> sides, B block, ItemStack item, int color, ModelGenerator tess )
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{
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int meta = 0;
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if( block != null && block.hasSubtypes() && item != null )
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{
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meta = item.getItemDamage();
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int meta = item.getItemDamage();
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}
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IAESprite[] icons = tess.getIcon( item == null ? block.getDefaultState() : block.getStateFromMeta( item.getMetadata() ) );
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@@ -408,15 +407,13 @@ public class BaseBlockRender<B extends AEBaseBlock, T extends AEBaseTile>
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public void preRenderInWorld( B block, IBlockAccess world, BlockPos pos, ModelGenerator renderer )
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{
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EnumFacing forward = EnumFacing.SOUTH;
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EnumFacing up = EnumFacing.UP;
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BlockRenderInfo info = block.getRendererInstance();
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IOrientable te = this.getOrientable( block, world, pos );
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if( te != null )
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{
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forward = te.getForward() ;
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up = te.getUp() ;
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EnumFacing forward = te.getForward();
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EnumFacing up = te.getUp();
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renderer.uvRotateBottom = info.getTexture( AEPartLocation.DOWN ).setFlip( getOrientation( EnumFacing.DOWN, forward, up ) );
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renderer.uvRotateTop = info.getTexture( AEPartLocation.UP ).setFlip( getOrientation( EnumFacing.UP, forward, up ) );
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@@ -501,9 +498,7 @@ public class BaseBlockRender<B extends AEBaseBlock, T extends AEBaseTile>
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double offsetY = 0.0;
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double offsetZ = 0.0;
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double layerAX = 0.0;
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double layerAY = 0.0;
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double layerAZ = 0.0;
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double layerBX = 0.0;
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double layerBY = 0.0;
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double layerBZ = 0.0;
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@@ -560,6 +555,8 @@ public class BaseBlockRender<B extends AEBaseBlock, T extends AEBaseTile>
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offsetY += pos.getY();
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offsetZ += pos.getZ();
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double layerBX = 0.0;
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double layerAY = 0.0;
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this.renderFace(orientation, tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
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// u -> u
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0, 1.0,
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@@ -672,11 +669,11 @@ public class BaseBlockRender<B extends AEBaseBlock, T extends AEBaseTile>
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public void renderTile( B block, T tile, WorldRenderer tess, double x, double y, double z, float f, ModelGenerator renderer )
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{
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AEPartLocation forward = AEPartLocation.SOUTH;
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AEPartLocation up = AEPartLocation.UP;
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renderer.uvRotateBottom = renderer.uvRotateTop = renderer.uvRotateEast = renderer.uvRotateWest = renderer.uvRotateNorth = renderer.uvRotateSouth = 0;
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AEPartLocation up = AEPartLocation.UP;
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AEPartLocation forward = AEPartLocation.SOUTH;
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this.applyTESRRotation( x, y, z, forward.getFacing(), up.getFacing() );
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Minecraft.getMinecraft().getTextureManager().bindTexture( TextureMap.locationBlocksTexture );
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