Improved readability of variables
Hopefully improved semantics of variables Fixed typos Added hyphenations
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@@ -61,7 +61,7 @@ public class ToolMassCannon extends AEBasePoweredItem implements IStorageCell
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public ToolMassCannon() {
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super( ToolMassCannon.class, null );
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setFeature( EnumSet.of( AEFeature.MatterCannon, AEFeature.PoweredTools ) );
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maxStoredPower = AEConfig.instance.mattercannon_battery;
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maxStoredPower = AEConfig.instance.matterCannonBattery;
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}
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@Override
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@@ -104,10 +104,10 @@ public class ToolMassCannon extends AEBasePoweredItem implements IStorageCell
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if ( inv != null )
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{
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IItemList itemList = inv.getAvailableItems( AEApi.instance().storage().createItemList() );
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IAEStack aeammo = itemList.getFirstItem();
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if ( aeammo instanceof IAEItemStack )
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IAEStack aeAmmo = itemList.getFirstItem();
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if ( aeAmmo instanceof IAEItemStack )
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{
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shots = Math.min( shots, (int) aeammo.getStackSize() );
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shots = Math.min( shots, (int) aeAmmo.getStackSize() );
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for (int sh = 0; sh < shots; sh++)
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{
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extractAEPower( item, 1600 );
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@@ -115,14 +115,14 @@ public class ToolMassCannon extends AEBasePoweredItem implements IStorageCell
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if ( Platform.isClient() )
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return item;
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aeammo.setStackSize( 1 );
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ItemStack ammo = ((IAEItemStack) aeammo).getItemStack();
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aeAmmo.setStackSize( 1 );
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ItemStack ammo = ((IAEItemStack) aeAmmo).getItemStack();
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if ( ammo == null )
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return item;
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ammo.stackSize = 1;
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aeammo = inv.extractItems( aeammo, Actionable.MODULATE, new PlayerSource( p, null ) );
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if ( aeammo == null )
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aeAmmo = inv.extractItems( aeAmmo, Actionable.MODULATE, new PlayerSource( p, null ) );
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if ( aeAmmo == null )
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return item;
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float f = 1.0F;
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@@ -147,7 +147,7 @@ public class ToolMassCannon extends AEBasePoweredItem implements IStorageCell
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float penetration = AEApi.instance().registries().matterCannon().getPenetration( ammo ); // 196.96655f;
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if ( penetration <= 0 )
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{
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ItemStack type = ((IAEItemStack) aeammo).getItemStack();
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ItemStack type = ((IAEItemStack) aeAmmo).getItemStack();
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if ( type.getItem() instanceof ItemPaintBall )
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{
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shootPaintBalls( type, w, p, vec3, vec31, direction, d0, d1, d2 );
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