Added active state for vibration chamber and corresponding models. (#40)
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@@ -21,10 +21,11 @@ package appeng.block.misc;
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import java.util.EnumSet;
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import java.util.Random;
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import javax.annotation.Nullable;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.properties.IProperty;
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import net.minecraft.block.properties.PropertyBool;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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@@ -32,6 +33,7 @@ import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import appeng.api.util.AEPartLocation;
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@@ -47,12 +49,32 @@ import appeng.util.Platform;
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public final class BlockVibrationChamber extends AEBaseTileBlock
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{
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// Indicates that the vibration chamber is currently working
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private static final PropertyBool ACTIVE = PropertyBool.create( "active" );
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public BlockVibrationChamber()
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{
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super( Material.IRON );
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this.setTileEntity( TileVibrationChamber.class );
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this.setHardness( 4.2F );
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this.setFeature( EnumSet.of( AEFeature.PowerGen ) );
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this.setDefaultState( getDefaultState().withProperty( ACTIVE, false ) );
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}
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@Override
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public IBlockState getActualState( IBlockState state, IBlockAccess world, BlockPos pos )
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{
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TileVibrationChamber te = this.getTileEntity( world, pos );
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boolean active = te != null && te.isOn;
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return super.getActualState( state, world, pos )
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.withProperty( ACTIVE, active );
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}
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@Override
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protected IProperty[] getAEStates()
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{
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return new IProperty[]{ AE_BLOCK_FORWARD, AE_BLOCK_UP, ACTIVE };
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}
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@Override
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