Improved readability of variables
Hopefully improved semantics of variables Fixed typos Added hyphenations
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@@ -35,7 +35,7 @@ public abstract class MBCalculator
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public abstract IAECluster createCluster(World w, WorldCoord min, WorldCoord max);
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/**
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* configure the mutli-block tiles, most of the important stuff is in here.
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* configure the multi-block tiles, most of the important stuff is in here.
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*
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* @param c updated cluster
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* @param w in world
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@@ -110,15 +110,15 @@ public abstract class MBCalculator
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}
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boolean updateGrid = false;
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IAECluster clust = target.getCluster();
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if ( clust == null )
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IAECluster cluster = target.getCluster();
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if ( cluster == null )
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{
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updateTiles( c, w, min, max );
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updateGrid = true;
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}
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else
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c = clust;
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c = cluster;
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c.updateStatus( updateGrid );
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return;
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@@ -135,43 +135,43 @@ public abstract class MBCalculator
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public abstract boolean verifyInternalStructure(World worldObj, WorldCoord min, WorldCoord max);
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public boolean verifyUnownedRegionInner(World w, int minx, int miny, int minz, int maxx, int maxy, int maxz, ForgeDirection side)
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public boolean verifyUnownedRegionInner(World w, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, ForgeDirection side)
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{
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switch (side)
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{
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case WEST:
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minx -= 1;
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maxx = minx;
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minX -= 1;
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maxX = minX;
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break;
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case EAST:
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maxx += 1;
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minx = maxx;
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maxX += 1;
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minX = maxX;
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break;
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case DOWN:
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miny -= 1;
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maxy = miny;
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minY -= 1;
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maxY = minY;
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break;
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case NORTH:
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maxz += 1;
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minz = maxz;
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maxZ += 1;
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minZ = maxZ;
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break;
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case SOUTH:
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minz -= 1;
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maxz = minz;
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minZ -= 1;
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maxZ = minZ;
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break;
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case UP:
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maxy += 1;
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miny = maxy;
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maxY += 1;
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minY = maxY;
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break;
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case UNKNOWN:
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return false;
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}
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for (int x = minx; x <= maxx; x++)
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for (int x = minX; x <= maxX; x++)
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{
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for (int y = miny; y <= maxy; y++)
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for (int y = minY; y <= maxY; y++)
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{
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for (int z = minz; z <= maxz; z++)
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for (int z = minZ; z <= maxZ; z++)
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{
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TileEntity te = w.getTileEntity( x, y, z );
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if ( isValidTile( te ) )
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