Improved readability of variables
Hopefully improved semantics of variables Fixed typos Added hyphenations
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@@ -255,9 +255,9 @@ public class BaseBlockRender
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this( false, 20 );
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}
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public BaseBlockRender(boolean enableTESR, double TESRrange) {
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public BaseBlockRender(boolean enableTESR, double tileEntitySpecialRendererRange) {
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hasTESR = enableTESR;
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MAX_DISTANCE = TESRrange;
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MAX_DISTANCE = tileEntitySpecialRendererRange;
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setOriMap();
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}
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@@ -587,52 +587,52 @@ public class BaseBlockRender
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Tessellator tess = Tessellator.instance;
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double offsetX = 0.0, offsetY = 0.0, offsetZ = 0.0;
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double layaX = 0.0, layaY = 0.0, layaZ = 0.0;
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double laybX = 0.0, laybY = 0.0, laybZ = 0.0;
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double layerAX = 0.0, layerAY = 0.0, layerAZ = 0.0;
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double layerBX = 0.0, layerBY = 0.0, layerBZ = 0.0;
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boolean flip = false;
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switch (orientation)
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{
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case NORTH:
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layaX = 1.0;
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laybY = 1.0;
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layerAX = 1.0;
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layerBY = 1.0;
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flip = true;
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break;
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case SOUTH:
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layaX = 1.0;
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laybY = 1.0;
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layerAX = 1.0;
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layerBY = 1.0;
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offsetZ = 1.0;
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break;
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case EAST:
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flip = true;
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layaZ = 1.0;
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laybY = 1.0;
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layerAZ = 1.0;
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layerBY = 1.0;
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offsetX = 1.0;
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break;
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case WEST:
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layaZ = 1.0;
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laybY = 1.0;
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layerAZ = 1.0;
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layerBY = 1.0;
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break;
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case UP:
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flip = true;
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layaX = 1.0;
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laybZ = 1.0;
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layerAX = 1.0;
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layerBZ = 1.0;
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offsetY = 1.0;
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break;
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case DOWN:
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layaX = 1.0;
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laybZ = 1.0;
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layerAX = 1.0;
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layerBZ = 1.0;
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break;
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default:
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@@ -643,25 +643,25 @@ public class BaseBlockRender
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offsetY += y;
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offsetZ += z;
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renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
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renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
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// u -> u
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0, 1.0,
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// v -> v
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0, edgeThickness, ico, flip );
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renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
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renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
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// u -> u
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0.0, edgeThickness,
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// v -> v
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edgeThickness, 1.0 - edgeThickness, ico, flip );
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renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
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renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
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// u -> u
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1.0 - edgeThickness, 1.0,
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// v -> v
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edgeThickness, 1.0 - edgeThickness, ico, flip );
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renderFace( tess, offsetX, offsetY, offsetZ, layaX, layaY, layaZ, laybX, laybY, laybZ,
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renderFace( tess, offsetX, offsetY, offsetZ, layerAX, layerAY, layerAZ, layerBX, layerBY, layerBZ,
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// u -> u
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0, 1.0,
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// v -> v
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