Implemented drive models. Fixed issues with the UVL model loader using a null model loader (and thus crashing).
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@@ -22,13 +22,19 @@ package appeng.block.storage;
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import javax.annotation.Nullable;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.BlockStateContainer;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.BlockRenderLayer;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import net.minecraftforge.common.property.ExtendedBlockState;
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import net.minecraftforge.common.property.IExtendedBlockState;
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import net.minecraftforge.common.property.IUnlistedProperty;
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import appeng.api.util.AEPartLocation;
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import appeng.block.AEBaseTileBlock;
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@@ -40,6 +46,8 @@ import appeng.util.Platform;
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public class BlockDrive extends AEBaseTileBlock
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{
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public static final DriveSlotsStateProperty SLOTS_STATE = new DriveSlotsStateProperty();
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public BlockDrive()
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{
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super( Material.IRON );
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@@ -52,6 +60,29 @@ public class BlockDrive extends AEBaseTileBlock
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return BlockRenderLayer.CUTOUT;
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}
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@Override
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protected BlockStateContainer createBlockState()
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{
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return new ExtendedBlockState( this, getAEStates(), new IUnlistedProperty[] {
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SLOTS_STATE,
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FORWARD,
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UP
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} );
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}
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@Override
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public IBlockState getExtendedState( IBlockState state, IBlockAccess world, BlockPos pos )
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{
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TileDrive te = getTileEntity( world, pos );
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if( te == null )
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{
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return super.getExtendedState( state, world, pos );
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}
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IExtendedBlockState extState = (IExtendedBlockState) super.getExtendedState( state, world, pos );
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return extState.withProperty( SLOTS_STATE, DriveSlotsState.fromChestOrDrive( te ) );
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}
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@Override
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public boolean onActivated( final World w, final BlockPos pos, final EntityPlayer p, final EnumHand hand, final @Nullable ItemStack heldItem, final EnumFacing side, final float hitX, final float hitY, final float hitZ )
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{
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