Modifier are now using a consistent order based on the java conventions
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@@ -480,7 +480,7 @@ public abstract class AEBasePart implements IPart, IGridProxyable, IActionHost,
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}
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@Override
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final public boolean onActivate( EntityPlayer player, Vec3 pos )
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public final boolean onActivate( EntityPlayer player, Vec3 pos )
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{
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if( this.useMemoryCard( player ) )
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return true;
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@@ -489,7 +489,7 @@ public abstract class AEBasePart implements IPart, IGridProxyable, IActionHost,
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}
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@Override
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final public boolean onShiftActivate( EntityPlayer player, Vec3 pos )
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public final boolean onShiftActivate( EntityPlayer player, Vec3 pos )
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{
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if( this.useMemoryCard( player ) )
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return true;
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@@ -33,12 +33,12 @@ public class BusCollisionHelper implements IPartCollisionHelper
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final List<AxisAlignedBB> boxes;
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final private ForgeDirection x;
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final private ForgeDirection y;
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final private ForgeDirection z;
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private final ForgeDirection x;
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private final ForgeDirection y;
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private final ForgeDirection z;
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final private Entity entity;
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final private boolean isVisual;
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private final Entity entity;
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private final boolean isVisual;
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public BusCollisionHelper( List<AxisAlignedBB> boxes, ForgeDirection x, ForgeDirection y, ForgeDirection z, Entity e, boolean visual )
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{
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@@ -30,12 +30,12 @@ public class InvLayerData
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{
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// a simple empty array for empty stuff..
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private final static int[] NULL_SIDES = new int[] {};
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private static final int[] NULL_SIDES = new int[] {};
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// cache of inventory state.
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final private int[][] sides;
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final private List<ISidedInventory> inventories;
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final private List<InvSot> slots;
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private final int[][] sides;
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private final List<ISidedInventory> inventories;
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private final List<InvSot> slots;
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public InvLayerData( int[][] a, List<ISidedInventory> b, List<InvSot> c )
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{
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@@ -26,8 +26,8 @@ import net.minecraft.item.ItemStack;
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public class InvSot
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{
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final public ISidedInventory partInv;
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final public int index;
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public final ISidedInventory partInv;
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public final int index;
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public InvSot( ISidedInventory part, int slot )
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{
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@@ -48,7 +48,7 @@ public class LayerISidedInventory extends LayerBase implements ISidedInventory
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{
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// a simple empty array for empty stuff..
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private final static int[] NULL_SIDES = new int[] {};
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private static final int[] NULL_SIDES = new int[] {};
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InvLayerData invLayer = null;
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@@ -44,8 +44,8 @@ public class PartP2PLiquids extends PartP2PTunnel<PartP2PLiquids> implements IFl
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{
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static final ThreadLocal<Stack<PartP2PLiquids>> DEPTH = new ThreadLocal<Stack<PartP2PLiquids>>();
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private final static FluidTankInfo[] ACTIVE_TANK = new FluidTankInfo[] { new FluidTankInfo( null, 10000 ) };
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private final static FluidTankInfo[] INACTIVE_TANK = new FluidTankInfo[] { new FluidTankInfo( null, 0 ) };
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private static final FluidTankInfo[] ACTIVE_TANK = new FluidTankInfo[] { new FluidTankInfo( null, 10000 ) };
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private static final FluidTankInfo[] INACTIVE_TANK = new FluidTankInfo[] { new FluidTankInfo( null, 0 ) };
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IFluidHandler cachedTank;
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private int tmpUsed;
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