More moves and compilation fixes
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@@ -35,7 +35,7 @@ import net.minecraft.block.BlockState;
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import net.minecraft.client.render.model.BakedQuad;
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import net.minecraft.client.render.model.json.ModelOverrideList;
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import net.minecraft.client.render.model.Material;
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import net.minecraft.client.renderer.texture.AtlasTexture;
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import net.minecraft.client.texture.SpriteAtlasTexture;
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import net.minecraft.client.texture.Sprite;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.client.renderer.vertex.VertexFormatElement;
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@@ -64,13 +64,13 @@ class GlassBakedModel implements IDynamicBakedModel {
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private static final byte[][][] OFFSETS = generateOffsets();
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// Alternating textures based on position
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static final Material TEXTURE_A = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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static final Material TEXTURE_A = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_a"));
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static final Material TEXTURE_B = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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static final Material TEXTURE_B = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_b"));
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static final Material TEXTURE_C = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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static final Material TEXTURE_C = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_c"));
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static final Material TEXTURE_D = new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE,
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static final Material TEXTURE_D = new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX,
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new Identifier("appliedenergistics2:block/glass/quartz_glass_d"));
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// Frame texture
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@@ -80,7 +80,7 @@ class GlassBakedModel implements IDynamicBakedModel {
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private static Material[] generateTexturesFrame() {
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return IntStream.range(1, 16).mapToObj(Integer::toBinaryString).map(s -> Strings.padStart(s, 4, '0'))
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.map(s -> new Identifier("appliedenergistics2:block/glass/quartz_glass_frame" + s))
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.map(rl -> new Material(AtlasTexture.LOCATION_BLOCKS_TEXTURE, rl)).toArray(Material[]::new);
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.map(rl -> new Material(SpriteAtlasTexture.BLOCK_ATLAS_TEX, rl)).toArray(Material[]::new);
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}
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private final Sprite[] glassTextures;
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