final variables and parameters
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@@ -34,7 +34,7 @@ public class MatterCannonFX extends EntityBreakingFX
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private final TextureAtlasSprite particleTextureIndex;
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public MatterCannonFX( World par1World, double par2, double par4, double par6, Item par8Item )
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public MatterCannonFX( final World par1World, final double par2, final double par4, final double par6, final Item par8Item )
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{
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super( par1World, par2, par4, par6, par8Item );
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this.particleGravity = 0;
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@@ -50,7 +50,7 @@ public class MatterCannonFX extends EntityBreakingFX
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this.noClip = true;
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}
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public void fromItem( AEPartLocation d )
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public void fromItem( final AEPartLocation d )
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{
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this.particleScale *= 1.2f;
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}
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@@ -70,18 +70,18 @@ public class MatterCannonFX extends EntityBreakingFX
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}
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@Override
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public void renderParticle(WorldRenderer par1Tessellator, Entity p_180434_2_, float par2, float par3, float par4, float par5, float par6, float par7 )
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public void renderParticle( final WorldRenderer par1Tessellator, final Entity p_180434_2_, final float par2, final float par3, final float par4, final float par5, final float par6, final float par7 )
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{
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float f6 = this.particleTextureIndex.getMinU();
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float f7 = this.particleTextureIndex.getMaxU();
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float f8 = this.particleTextureIndex.getMinV();
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float f9 = this.particleTextureIndex.getMaxV();
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float f10 = 0.05F * this.particleScale;
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final float f6 = this.particleTextureIndex.getMinU();
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final float f7 = this.particleTextureIndex.getMaxU();
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final float f8 = this.particleTextureIndex.getMinV();
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final float f9 = this.particleTextureIndex.getMaxV();
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final float f10 = 0.05F * this.particleScale;
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float f11 = (float) ( this.prevPosX + ( this.posX - this.prevPosX ) * par2 - interpPosX );
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float f12 = (float) ( this.prevPosY + ( this.posY - this.prevPosY ) * par2 - interpPosY );
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float f13 = (float) ( this.prevPosZ + ( this.posZ - this.prevPosZ ) * par2 - interpPosZ );
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float f14 = 1.0F;
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final float f11 = (float) ( this.prevPosX + ( this.posX - this.prevPosX ) * par2 - interpPosX );
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final float f12 = (float) ( this.prevPosY + ( this.posY - this.prevPosY ) * par2 - interpPosY );
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final float f13 = (float) ( this.prevPosZ + ( this.posZ - this.prevPosZ ) * par2 - interpPosZ );
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final float f14 = 1.0F;
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par1Tessellator.setColorRGBA_F( this.particleRed * f14, this.particleGreen * f14, this.particleBlue * f14, this.particleAlpha );
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par1Tessellator.addVertexWithUV( f11 - par3 * f10 - par6 * f10, f12 - par4 * f10, f13 - par5 * f10 - par7 * f10, f7, f9 );
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