Utils ported
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@@ -168,7 +168,7 @@ public class CableBusBlock extends AEBaseTileBlock<CableBusBlockEntity> implemen
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@Override
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public ItemStack getPickBlock(BlockState state, HitResult target, BlockView world, BlockPos pos,
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PlayerEntity player) {
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final Vec3d v3 = target.getHitVec().subtract(pos.getX(), pos.getY(), pos.getZ());
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final Vec3d v3 = target.getPos().subtract(pos.getX(), pos.getY(), pos.getZ());
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final SelectedPart sp = this.cb(world, pos).selectPart(v3);
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if (sp.part != null) {
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@@ -194,7 +194,7 @@ public class CableBusBlock extends AEBaseTileBlock<CableBusBlockEntity> implemen
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if (target.getType() != Type.BLOCK) {
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return false;
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}
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BlockPos blockPos = new BlockPos(target.getHitVec().x, target.getHitVec().y, target.getHitVec().z);
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BlockPos blockPos = new BlockPos(target.getPos().x, target.getPos().y, target.getPos().z);
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ICableBusContainer cb = this.cb(world, blockPos);
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@@ -214,9 +214,9 @@ public class CableBusBlock extends AEBaseTileBlock<CableBusBlockEntity> implemen
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// Spawn a particle for one of the particle textures
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Sprite texture = Platform.pickRandom(cableBusModel.getParticleTextures(renderState));
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if (texture != null) {
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double x = target.getHitVec().x;
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double y = target.getHitVec().y;
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double z = target.getHitVec().z;
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double x = target.getPos().x;
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double y = target.getPos().y;
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double z = target.getPos().z;
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// FIXME: Check how this looks, probably like shit, maybe provide parts the
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// ability to supply particle textures???
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effectRenderer
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@@ -310,7 +310,7 @@ public class CableBusBlock extends AEBaseTileBlock<CableBusBlockEntity> implemen
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if (rtr instanceof BlockHitResult) {
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BlockHitResult brtr = (BlockHitResult) rtr;
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if (brtr.getPos().equals(pos)) {
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final Vec3d hitVec = rtr.getHitVec().subtract(new Vec3d(pos));
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final Vec3d hitVec = rtr.getPos().subtract(new Vec3d(pos));
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if (this.cb(worldIn, pos).clicked(player, Hand.MAIN_HAND, hitVec)) {
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NetworkHandler.instance().sendToServer(new ClickPacket(pos, brtr.getSide(), (float) hitVec.x,
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@@ -329,7 +329,7 @@ public class CableBusBlock extends AEBaseTileBlock<CableBusBlockEntity> implemen
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public ActionResult onActivated(final World w, final BlockPos pos, final PlayerEntity player, final Hand hand,
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final @Nullable ItemStack heldItem, final BlockHitResult hit) {
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// Transform from world into block space
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Vec3d hitVec = hit.getHitVec();
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Vec3d hitVec = hit.getPos();
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Vec3d hitInBlock = new Vec3d(hitVec.x - pos.getX(), hitVec.y - pos.getY(), hitVec.z - pos.getZ());
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return this.cb(w, pos).activate(player, hand, hitInBlock) ? ActionResult.SUCCESS : ActionResult.PASS;
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}
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