Fixes #675 No disabled feature should log spam or crash anymore.
Deprecates the old usage of the AEItemDefinitions via the direct method access of * blocks() * parts() * items() * materials() and thus use the new re-direct via definitions(). All definitions are now initialized, no matter what. But SubItems, Items and Blocks are not registered, if by chance are disabled.
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@@ -26,6 +26,7 @@ import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.item.EntityItem;
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import net.minecraft.entity.item.EntityTNTPrimed;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.AxisAlignedBB;
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import net.minecraft.util.DamageSource;
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import net.minecraft.world.Explosion;
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@@ -38,11 +39,12 @@ import appeng.core.AEConfig;
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import appeng.core.CommonHelper;
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import appeng.core.features.AEFeature;
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import appeng.core.sync.packets.PacketMockExplosion;
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import appeng.helpers.Reflected;
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import appeng.util.Platform;
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final public class EntityTinyTNTPrimed extends EntityTNTPrimed implements IEntityAdditionalSpawnData
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{
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@Reflected
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public EntityTinyTNTPrimed(World w) {
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super( w );
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this.setSize( 0.35F, 0.35F );
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@@ -80,15 +82,20 @@ final public class EntityTinyTNTPrimed extends EntityTNTPrimed implements IEntit
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if ( this.isInWater() && Platform.isServer() ) // put out the fuse.
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{
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EntityItem item = new EntityItem( this.worldObj, this.posX, this.posY, this.posZ, AEApi.instance().blocks().blockTinyTNT.stack( 1 ) );
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item.motionX = this.motionX;
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item.motionY = this.motionY;
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item.motionZ = this.motionZ;
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item.prevPosX = this.prevPosX;
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item.prevPosY = this.prevPosY;
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item.prevPosZ = this.prevPosZ;
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this.worldObj.spawnEntityInWorld( item );
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this.setDead();
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for ( ItemStack tntStack : AEApi.instance().definitions().blocks().tinyTNT().maybeStack( 1 ).asSet() )
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{
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final EntityItem item = new EntityItem( this.worldObj, this.posX, this.posY, this.posZ, tntStack );
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item.motionX = this.motionX;
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item.motionY = this.motionY;
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item.motionZ = this.motionZ;
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item.prevPosX = this.prevPosX;
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item.prevPosY = this.prevPosY;
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item.prevPosZ = this.prevPosZ;
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this.worldObj.spawnEntityInWorld( item );
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this.setDead();
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}
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}
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if ( this.fuse <= 0 )
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