Breaking and Damaging Particles for cables now work properly.
Breaking Animation now works on Cables as expected. Cable now has a bounding box where it touches parts.
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@@ -330,6 +330,43 @@ public class PartCable extends AEBasePart implements IPartCable
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connections.clear();
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}
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IPartHost ph = getHost();
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if ( ph != null )
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{
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for (ForgeDirection dir : ForgeDirection.VALID_DIRECTIONS)
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{
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IPart p = ph.getPart( dir );
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if ( p instanceof IGridHost )
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{
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double dist = p.cableConnectionRenderTo();
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switch (dir)
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{
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case DOWN:
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bch.addBox( 6.0, dist, 6.0, 10.0, 6.0, 10.0 );
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break;
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case EAST:
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bch.addBox( 10.0, 6.0, 6.0, 16.0 - dist, 10.0, 10.0 );
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break;
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case NORTH:
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bch.addBox( 6.0, 6.0, dist, 10.0, 10.0, 6.0 );
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break;
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case SOUTH:
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bch.addBox( 6.0, 6.0, 10.0, 10.0, 10.0, 16.0 - dist );
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break;
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case UP:
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bch.addBox( 6.0, 10.0, 6.0, 10.0, 16.0 - dist, 10.0 );
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break;
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case WEST:
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bch.addBox( dist, 6.0, 6.0, 6.0, 10.0, 10.0 );
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break;
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default:
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continue;
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}
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}
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}
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}
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for (ForgeDirection of : connections)
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{
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switch (of)
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@@ -370,6 +407,13 @@ public class PartCable extends AEBasePart implements IPartCable
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rh.setTexture( null );
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}
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@Override
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@SideOnly(Side.CLIENT)
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public IIcon getBreakingTexture()
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{
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return getTexture( getCableColor() );
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}
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@SideOnly(Side.CLIENT)
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public void rendereGlassConection(int x, int y, int z, IPartRenderHelper rh, RenderBlocks renderer, ForgeDirection of)
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{
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