Always use qualified access for fields and methods
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@@ -118,7 +118,7 @@ public class BlockCableBus extends AEBaseTileBlock
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@Override
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public IBlockState getExtendedState( IBlockState state, IBlockAccess world, BlockPos pos )
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{
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CableBusRenderState renderState = cb( world, pos ).getRenderState();
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CableBusRenderState renderState = this.cb( world, pos ).getRenderState();
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return ( (IExtendedBlockState) state ).withProperty( RENDER_STATE_PROPERTY, renderState );
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}
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@@ -255,7 +255,7 @@ public class BlockCableBus extends AEBaseTileBlock
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ICableBusContainer cb = this.cb( world, target.getBlockPos() );
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// Our built-in model has the actual baked sprites we need
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IBakedModel model = Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState( getDefaultState() );
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IBakedModel model = Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState( this.getDefaultState() );
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// We cannot add the effect if we don't have the model
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if( !( model instanceof CableBusBakedModel ) )
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@@ -290,7 +290,7 @@ public class BlockCableBus extends AEBaseTileBlock
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ICableBusContainer cb = this.cb( world, pos );
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// Our built-in model has the actual baked sprites we need
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IBakedModel model = Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState( getDefaultState() );
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IBakedModel model = Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState( this.getDefaultState() );
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// We cannot add the effect if we dont have the model
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if( !( model instanceof CableBusBakedModel ) )
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@@ -320,7 +320,7 @@ public class BlockCableBus extends AEBaseTileBlock
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double d1 = (double) pos.getY() + ( (double) k + 0.5D ) / 4.0D;
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double d2 = (double) pos.getZ() + ( (double) l + 0.5D ) / 4.0D;
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ParticleDigging particle = new DestroyFX( world, d0, d1, d2, d0 - (double) pos.getX() - 0.5D, d1 - (double) pos
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.getY() - 0.5D, d2 - (double) pos.getZ() - 0.5D, getDefaultState() ).setBlockPos( pos );
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.getY() - 0.5D, d2 - (double) pos.getZ() - 0.5D, this.getDefaultState() ).setBlockPos( pos );
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particle.setParticleTexture( texture );
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effectRenderer.addEffect( particle );
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}
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