Moving the handling of progress to GuiProgressBar
Adds an interface providing data for GuiProgressBar Changed all containers simulating progress to implement the interface
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@@ -17,7 +17,8 @@ public class GuiVibrationChamber extends AEBaseGui
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ContainerVibrationChamber cvc;
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GuiProgressBar pb;
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public GuiVibrationChamber(InventoryPlayer inventoryPlayer, TileVibrationChamber te) {
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public GuiVibrationChamber(InventoryPlayer inventoryPlayer, TileVibrationChamber te)
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{
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super( new ContainerVibrationChamber( inventoryPlayer, te ) );
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cvc = (ContainerVibrationChamber) inventorySlots;
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this.ySize = 166;
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@@ -28,7 +29,7 @@ public class GuiVibrationChamber extends AEBaseGui
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{
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super.initGui();
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pb = new GuiProgressBar( "guis/vibchamber.png", 99, 36, 176, 14, 6, 18, Direction.VERTICAL );
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pb = new GuiProgressBar( cvc, "guis/vibchamber.png", 99, 36, 176, 14, 6, 18, Direction.VERTICAL );
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this.buttonList.add( pb );
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}
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@@ -50,13 +51,11 @@ public class GuiVibrationChamber extends AEBaseGui
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int k = 25;
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int l = -15;
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pb.max = 200;
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pb.current = cvc.burnProgress > 0 ? cvc.burnSpeed : 0;
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pb.FullMsg = (cvc.aePerTick * pb.current / 100) + " ae/t";
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pb.setFullMsg( cvc.aePerTick * cvc.getCurrentProgress() / 100 + " ae/t" );
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if ( cvc.burnProgress > 0 )
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if ( cvc.getCurrentProgress() > 0 )
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{
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int i1 = cvc.burnProgress;
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int i1 = cvc.getCurrentProgress();
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bindTexture( "guis/vibchamber.png" );
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GL11.glColor3f( 1, 1, 1 );
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this.drawTexturedModalRect( k + 56, l + 36 + 12 - i1, 176, 12 - i1, 14, i1 + 2 );
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