Basic reformat, hit once, hope never again
This commit is contained in:
@@ -18,6 +18,7 @@
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package appeng.client.render.blocks;
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import java.util.EnumSet;
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import net.minecraft.client.renderer.RenderBlocks;
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@@ -34,15 +35,17 @@ import appeng.block.AEBaseBlock;
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import appeng.block.misc.BlockQuartzTorch;
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import appeng.client.render.BaseBlockRender;
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public class RenderQuartzTorch extends BaseBlockRender
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{
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public RenderQuartzTorch() {
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public RenderQuartzTorch()
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{
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super( false, 20 );
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}
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@Override
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public void renderInventory(AEBaseBlock blk, ItemStack is, RenderBlocks renderer, ItemRenderType type, Object[] obj)
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public void renderInventory( AEBaseBlock blk, ItemStack is, RenderBlocks renderer, ItemRenderType type, Object[] obj )
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{
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Tessellator tess = Tessellator.instance;
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@@ -90,15 +93,14 @@ public class RenderQuartzTorch extends BaseBlockRender
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renderer.renderAllFaces = false;
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blk.getRendererInstance().setTemporaryRenderIcon( null );
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}
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@Override
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public boolean renderInWorld(AEBaseBlock block, IBlockAccess world, int x, int y, int z, RenderBlocks renderer)
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public boolean renderInWorld( AEBaseBlock block, IBlockAccess world, int x, int y, int z, RenderBlocks renderer )
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{
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BlockQuartzTorch blk = (BlockQuartzTorch) block;
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IOrientable te = ((IOrientableBlock) block).getOrientable( world, x, y, z );
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IOrientable te = ( (IOrientableBlock) block ).getOrientable( world, x, y, z );
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float Point2 = 6.0f / 16.0f;
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float Point3 = 7.0f / 16.0f;
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@@ -117,19 +119,19 @@ public class RenderQuartzTorch extends BaseBlockRender
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float zOff = 0.0f;
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renderer.renderAllFaces = true;
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if ( te != null )
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if( te != null )
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{
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ForgeDirection forward = te.getUp();
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xOff = forward.offsetX * -(4.0f / 16.0f);
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yOff = forward.offsetY * -(4.0f / 16.0f);
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zOff = forward.offsetZ * -(4.0f / 16.0f);
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xOff = forward.offsetX * -( 4.0f / 16.0f );
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yOff = forward.offsetY * -( 4.0f / 16.0f );
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zOff = forward.offsetZ * -( 4.0f / 16.0f );
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}
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renderer.setRenderBounds( Point3 + xOff, renderBottom + yOff, Point3 + zOff, Point12 + xOff, renderTop + yOff, Point12 + zOff );
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super.renderInWorld( block, world, x, y, z, renderer );
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int r = (x + y + z) % 2;
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if ( r == 0 )
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int r = ( x + y + z ) % 2;
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if( r == 0 )
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{
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renderer.setRenderBounds( Point3 + xOff, renderTop + yOff, Point3 + zOff, Point3 + singlePixel + xOff, renderTop + singlePixel + yOff, Point3 + singlePixel + zOff );
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super.renderInWorld( block, world, x, y, z, renderer );
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@@ -160,48 +162,48 @@ public class RenderQuartzTorch extends BaseBlockRender
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renderer.setRenderBounds( Point12 + xOff, bottom + yOff, Point3 + zOff, Point13 + xOff, top + yOff, Point12 + zOff );
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renderer.renderStandardBlock( blk, x, y, z );
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if ( te != null )
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if( te != null )
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{
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ForgeDirection forward = te.getUp();
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switch (forward)
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switch( forward )
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{
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case EAST:
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renderer.setRenderBounds( 0, bottom + yOff, bottom + zOff, Point2 + xOff, top + yOff, top + zOff );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case WEST:
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renderer.setRenderBounds( Point13 + xOff, bottom + yOff, bottom + zOff, 1.0, top + yOff, top + zOff );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case NORTH:
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renderer.setRenderBounds( bottom + xOff, bottom + yOff, Point13 + zOff, top + xOff, top + yOff, 1.0 );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case SOUTH:
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renderer.setRenderBounds( bottom + xOff, bottom + yOff, 0, top + xOff, top + yOff, Point2 + zOff );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case UP:
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renderer.setRenderBounds( Point2, 0, Point2, Point3, bottom + yOff, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point2, 0, Point12, Point3, bottom + yOff, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, 0, Point2, Point13, bottom + yOff, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, 0, Point12, Point13, bottom + yOff, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case DOWN:
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renderer.setRenderBounds( Point2, top + yOff, Point2, Point3, 1.0, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point2, top + yOff, Point12, Point3, 1.0, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, top + yOff, Point2, Point13, 1.0, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, top + yOff, Point12, Point13, 1.0, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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default:
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case EAST:
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renderer.setRenderBounds( 0, bottom + yOff, bottom + zOff, Point2 + xOff, top + yOff, top + zOff );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case WEST:
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renderer.setRenderBounds( Point13 + xOff, bottom + yOff, bottom + zOff, 1.0, top + yOff, top + zOff );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case NORTH:
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renderer.setRenderBounds( bottom + xOff, bottom + yOff, Point13 + zOff, top + xOff, top + yOff, 1.0 );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case SOUTH:
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renderer.setRenderBounds( bottom + xOff, bottom + yOff, 0, top + xOff, top + yOff, Point2 + zOff );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case UP:
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renderer.setRenderBounds( Point2, 0, Point2, Point3, bottom + yOff, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point2, 0, Point12, Point3, bottom + yOff, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, 0, Point2, Point13, bottom + yOff, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, 0, Point12, Point13, bottom + yOff, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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case DOWN:
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renderer.setRenderBounds( Point2, top + yOff, Point2, Point3, 1.0, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point2, top + yOff, Point12, Point3, 1.0, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, top + yOff, Point2, Point13, 1.0, Point3 );
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renderer.renderStandardBlock( blk, x, y, z );
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renderer.setRenderBounds( Point12, top + yOff, Point12, Point13, 1.0, Point13 );
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renderer.renderStandardBlock( blk, x, y, z );
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break;
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default:
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}
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}
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