Fixed Auto Rotating Model (reverted to old code for now, fix later)
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@@ -19,22 +19,19 @@
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package appeng.items.tools.quartz;
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import appeng.core.CreativeTab;
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import appeng.api.implementations.items.IAEWrench;
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import appeng.api.util.DimensionalCoord;
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import appeng.block.AEBaseBlock;
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import appeng.items.AEBaseItem;
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import appeng.util.Platform;
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import net.minecraft.block.Block;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemGroup;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemUseContext;
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import net.minecraft.util.ActionResultType;
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import net.minecraft.util.Rotation;
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import net.minecraft.util.math.BlockPos;
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import appeng.api.implementations.items.IAEWrench;
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import appeng.api.util.DimensionalCoord;
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import appeng.items.AEBaseItem;
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import appeng.util.Platform;
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public class ToolQuartzWrench extends AEBaseItem implements IAEWrench
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{
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@@ -45,22 +42,24 @@ public class ToolQuartzWrench extends AEBaseItem implements IAEWrench
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}
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@Override
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public ActionResultType onItemUse( ItemUseContext context )
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{
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final Block b = context.getWorld().getBlockState( context.getPos() ).getBlock();
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public ActionResultType onItemUseFirst(ItemStack stack, ItemUseContext context) {
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if( !context.getPlayer().isCrouching() && Platform.hasPermissions( new DimensionalCoord( context.getWorld(), context.getPos() ),
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context.getPlayer() ) )
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{
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if( Platform.isClient() )
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{
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// TODO 1.10-R - if we return FAIL on client, action will not be sent to server. Fix that in all Block#onItemUseFirst overrides.
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return !context.getWorld().isRemote ? ActionResultType.SUCCESS : ActionResultType.PASS;
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}
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if( b.rotate( context.getWorld().getBlockState( context.getPos() ), context.getWorld(), context.getPos(), Rotation.CLOCKWISE_90 ) != null )
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{
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context.getPlayer().swingArm( context.getHand() );
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return !context.getWorld().isRemote ? ActionResultType.SUCCESS : ActionResultType.FAIL;
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Block block = context.getWorld().getBlockState(context.getPos()).getBlock();
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if (block instanceof AEBaseBlock) {
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if( Platform.isClient() )
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{
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// TODO 1.10-R - if we return FAIL on client, action will not be sent to server. Fix that in all Block#onItemUseFirst overrides.
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return !context.getWorld().isRemote ? ActionResultType.SUCCESS : ActionResultType.PASS;
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}
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AEBaseBlock aeBlock = (AEBaseBlock) block;
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if (aeBlock.rotateAroundFaceAxis(context.getWorld(), context.getPos(), context.getFace())) {
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context.getPlayer().swingArm(context.getHand());
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return !context.getWorld().isRemote ? ActionResultType.SUCCESS : ActionResultType.FAIL;
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}
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}
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}
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return ActionResultType.PASS;
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