Always use qualified access for fields and methods
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@@ -55,55 +55,55 @@ class ItemEncodedPatternBakedModel implements IBakedModel
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@Override
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public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
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{
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return baseModel.getQuads( state, side, rand );
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return this.baseModel.getQuads( state, side, rand );
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}
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@Override
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public boolean isAmbientOcclusion()
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{
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return baseModel.isAmbientOcclusion();
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return this.baseModel.isAmbientOcclusion();
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}
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@Override
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public boolean isGui3d()
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{
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return baseModel.isGui3d();
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return this.baseModel.isGui3d();
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}
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@Override
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public boolean isBuiltInRenderer()
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{
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return baseModel.isBuiltInRenderer();
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return this.baseModel.isBuiltInRenderer();
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}
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@Override
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public TextureAtlasSprite getParticleTexture()
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{
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return baseModel.getParticleTexture();
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return this.baseModel.getParticleTexture();
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}
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@Override
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@Deprecated
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public ItemCameraTransforms getItemCameraTransforms()
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{
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return baseModel.getItemCameraTransforms();
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return this.baseModel.getItemCameraTransforms();
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}
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@Override
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public ItemOverrideList getOverrides()
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{
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return overrides;
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return this.overrides;
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}
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@Override
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public Pair<? extends IBakedModel, Matrix4f> handlePerspective( ItemCameraTransforms.TransformType cameraTransformType )
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{
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if( baseModel instanceof IBakedModel )
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if( this.baseModel instanceof IBakedModel )
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{
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return ( (IBakedModel) baseModel ).handlePerspective( cameraTransformType );
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return ( (IBakedModel) this.baseModel ).handlePerspective( cameraTransformType );
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}
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return PerspectiveMapWrapper.handlePerspective( this, transforms, cameraTransformType );
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return PerspectiveMapWrapper.handlePerspective( this, this.transforms, cameraTransformType );
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}
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/**
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@@ -135,15 +135,15 @@ class ItemEncodedPatternBakedModel implements IBakedModel
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// No need to re-check for shift being held since this model is only handed out in that case
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if( cameraTransformType == ItemCameraTransforms.TransformType.GUI )
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{
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selectedModel = outputModel;
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selectedModel = this.outputModel;
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}
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else
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{
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selectedModel = baseModel;
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selectedModel = ItemEncodedPatternBakedModel.this.baseModel;
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}
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// Now retroactively handle the isGui3d call, for which we always return false below
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if( selectedModel.isGui3d() != baseModel.isGui3d() )
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if( selectedModel.isGui3d() != ItemEncodedPatternBakedModel.this.baseModel.isGui3d() )
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{
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GlStateManager.enableLighting();
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}
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@@ -153,55 +153,55 @@ class ItemEncodedPatternBakedModel implements IBakedModel
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return ( (IBakedModel) selectedModel ).handlePerspective( cameraTransformType );
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}
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return PerspectiveMapWrapper.handlePerspective( this, transforms, cameraTransformType );
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return PerspectiveMapWrapper.handlePerspective( this, ItemEncodedPatternBakedModel.this.transforms, cameraTransformType );
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}
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@Override
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public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
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{
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// This may be called for items on the ground, in which case we will always fall back to the pattern
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return baseModel.getQuads( state, side, rand );
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return ItemEncodedPatternBakedModel.this.baseModel.getQuads( state, side, rand );
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}
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@Override
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public boolean isAmbientOcclusion()
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{
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return baseModel.isAmbientOcclusion();
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return ItemEncodedPatternBakedModel.this.baseModel.isAmbientOcclusion();
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}
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@Override
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public boolean isGui3d()
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{
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// NOTE: Sadly, Forge will let Minecraft call this method before handling the perspective awareness
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return baseModel.isGui3d();
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return ItemEncodedPatternBakedModel.this.baseModel.isGui3d();
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}
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@Override
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public boolean isBuiltInRenderer()
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{
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// This may be called for items on the ground, in which case we will always fall back to the pattern
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return baseModel.isBuiltInRenderer();
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return ItemEncodedPatternBakedModel.this.baseModel.isBuiltInRenderer();
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}
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@Override
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public TextureAtlasSprite getParticleTexture()
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{
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// This may be called for items on the ground, in which case we will always fall back to the pattern
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return baseModel.getParticleTexture();
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return ItemEncodedPatternBakedModel.this.baseModel.getParticleTexture();
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}
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@Override
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public ItemCameraTransforms getItemCameraTransforms()
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{
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// This may be called for items on the ground, in which case we will always fall back to the pattern
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return baseModel.getItemCameraTransforms();
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return ItemEncodedPatternBakedModel.this.baseModel.getItemCameraTransforms();
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}
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@Override
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public ItemOverrideList getOverrides()
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{
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// This may be called for items on the ground, in which case we will always fall back to the pattern
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return baseModel.getOverrides();
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return ItemEncodedPatternBakedModel.this.baseModel.getOverrides();
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}
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}
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@@ -216,7 +216,7 @@ class ItemEncodedPatternBakedModel implements IBakedModel
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CustomOverrideList()
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{
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super( baseModel.getOverrides().getOverrides() );
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super( ItemEncodedPatternBakedModel.this.baseModel.getOverrides().getOverrides() );
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}
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@Override
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@@ -236,7 +236,7 @@ class ItemEncodedPatternBakedModel implements IBakedModel
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}
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}
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return baseModel.getOverrides().handleItemState( originalModel, stack, world, entity );
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return ItemEncodedPatternBakedModel.this.baseModel.getOverrides().handleItemState( originalModel, stack, world, entity );
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}
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}
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}
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