final variables and parameters
seeing some methods it does actually help to enforce the parameters
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@@ -51,10 +51,10 @@ public final class BlockVibrationChamber extends AEBaseTileBlock
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}
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@Override
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public IIcon getIcon( IBlockAccess w, int x, int y, int z, int s )
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public IIcon getIcon( final IBlockAccess w, final int x, final int y, final int z, final int s )
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{
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IIcon ico = super.getIcon( w, x, y, z, s );
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TileVibrationChamber tvc = this.getTileEntity( w, x, y, z );
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final IIcon ico = super.getIcon( w, x, y, z, s );
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final TileVibrationChamber tvc = this.getTileEntity( w, x, y, z );
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if( tvc != null && tvc.isOn && ico == this.getRendererInstance().getTexture( ForgeDirection.SOUTH ) )
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{
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@@ -65,7 +65,7 @@ public final class BlockVibrationChamber extends AEBaseTileBlock
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}
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@Override
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public boolean onActivated( World w, int x, int y, int z, EntityPlayer player, int side, float hitX, float hitY, float hitZ )
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public boolean onActivated( final World w, final int x, final int y, final int z, final EntityPlayer player, final int side, final float hitX, final float hitY, final float hitZ )
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{
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if( player.isSneaking() )
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{
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@@ -74,7 +74,7 @@ public final class BlockVibrationChamber extends AEBaseTileBlock
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if( Platform.isServer() )
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{
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TileVibrationChamber tc = this.getTileEntity( w, x, y, z );
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final TileVibrationChamber tc = this.getTileEntity( w, x, y, z );
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if( tc != null && !player.isSneaking() )
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{
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Platform.openGUI( player, tc, ForgeDirection.getOrientation( side ), GuiBridge.GUI_VIBRATION_CHAMBER );
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@@ -86,36 +86,36 @@ public final class BlockVibrationChamber extends AEBaseTileBlock
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}
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@Override
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public void randomDisplayTick( World w, int x, int y, int z, Random r )
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public void randomDisplayTick( final World w, final int x, final int y, final int z, final Random r )
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{
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if( !AEConfig.instance.enableEffects )
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{
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return;
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}
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AEBaseTile tile = this.getTileEntity( w, x, y, z );
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final AEBaseTile tile = this.getTileEntity( w, x, y, z );
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if( tile instanceof TileVibrationChamber )
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{
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TileVibrationChamber tc = (TileVibrationChamber) tile;
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final TileVibrationChamber tc = (TileVibrationChamber) tile;
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if( tc.isOn )
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{
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float f1 = x + 0.5F;
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float f2 = y + 0.5F;
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float f3 = z + 0.5F;
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ForgeDirection forward = tc.getForward();
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ForgeDirection up = tc.getUp();
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final ForgeDirection forward = tc.getForward();
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final ForgeDirection up = tc.getUp();
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int west_x = forward.offsetY * up.offsetZ - forward.offsetZ * up.offsetY;
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int west_y = forward.offsetZ * up.offsetX - forward.offsetX * up.offsetZ;
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int west_z = forward.offsetX * up.offsetY - forward.offsetY * up.offsetX;
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final int west_x = forward.offsetY * up.offsetZ - forward.offsetZ * up.offsetY;
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final int west_y = forward.offsetZ * up.offsetX - forward.offsetX * up.offsetZ;
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final int west_z = forward.offsetX * up.offsetY - forward.offsetY * up.offsetX;
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f1 += forward.offsetX * 0.6;
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f2 += forward.offsetY * 0.6;
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f3 += forward.offsetZ * 0.6;
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float ox = r.nextFloat();
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float oy = r.nextFloat() * 0.2f;
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final float ox = r.nextFloat();
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final float oy = r.nextFloat() * 0.2f;
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f1 += up.offsetX * ( -0.3 + oy );
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f2 += up.offsetY * ( -0.3 + oy );
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