Update MCP Mappings to stable_32
Some mapping updates are just straight up weird. 20170516 -> isBlockSolid, 20170517 -> causesDownwardCurrent
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@@ -133,7 +133,7 @@ public class TesrRenderHelper
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final String renderedStackSize = NUMBER_CONVERTER.toWideReadableForm( stackSize );
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// Render the item count
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final FontRenderer fr = Minecraft.getMinecraft().fontRendererObj;
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final FontRenderer fr = Minecraft.getMinecraft().fontRenderer;
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final int width = fr.getStringWidth( renderedStackSize );
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GlStateManager.translate( 0.0f, spacing, 0 );
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GlStateManager.scale( 1.0f / 62.0f, 1.0f / 62.0f, 1.0f / 62.0f );
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@@ -398,7 +398,7 @@ public class FacadeBuilder
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AEAxisAlignedBB b = null;
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for( AxisAlignedBB bb : partBoxes )
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{
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if( bb.intersectsWith( facadeBox ) )
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if( bb.intersects( facadeBox ) )
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{
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if( b == null )
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{
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@@ -219,10 +219,10 @@ class GlassBakedModel implements IBakedModel
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UnpackedBakedQuad.Builder builder = new UnpackedBakedQuad.Builder( vertexFormat );
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builder.setTexture( sprite );
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putVertex( builder, normal, c1.xCoord, c1.yCoord, c1.zCoord, sprite, u1, v1 );
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putVertex( builder, normal, c2.xCoord, c2.yCoord, c2.zCoord, sprite, u1, v2 );
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putVertex( builder, normal, c3.xCoord, c3.yCoord, c3.zCoord, sprite, u2, v2 );
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putVertex( builder, normal, c4.xCoord, c4.yCoord, c4.zCoord, sprite, u2, v1 );
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putVertex( builder, normal, c1.x, c1.y, c1.z, sprite, u1, v1 );
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putVertex( builder, normal, c2.x, c2.y, c2.z, sprite, u1, v2 );
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putVertex( builder, normal, c3.x, c3.y, c3.z, sprite, u2, v2 );
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putVertex( builder, normal, c4.x, c4.y, c4.z, sprite, u2, v1 );
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return builder.build();
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}
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@@ -251,7 +251,7 @@ class GlassBakedModel implements IBakedModel
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break;
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}
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case NORMAL:
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builder.put( e, (float) normal.xCoord, (float) normal.yCoord, (float) normal.zCoord, 0f );
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builder.put( e, (float) normal.x, (float) normal.y, (float) normal.z, 0f );
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break;
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default:
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builder.put( e );
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@@ -86,11 +86,11 @@ final class RenderHelper
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{
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default:
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case X:
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return new Vec3d( vec.xCoord + delta, vec.yCoord, vec.zCoord );
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return new Vec3d( vec.x + delta, vec.y, vec.z );
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case Y:
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return new Vec3d( vec.xCoord, vec.yCoord + delta, vec.zCoord );
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return new Vec3d( vec.x, vec.y + delta, vec.z );
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case Z:
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return new Vec3d( vec.xCoord, vec.yCoord, vec.zCoord + delta );
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return new Vec3d( vec.x, vec.y, vec.z + delta );
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}
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}
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}
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