872d8d33cb
* Clean up the global state used to hack part interaction into respecting the player's facade render mode. Make the name more indicative of what is actually happening. * Fun.
75 lines
2.6 KiB
Java
75 lines
2.6 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.core;
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import java.util.List;
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import java.util.Random;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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import net.minecraft.client.util.InputMappings;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.world.World;
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import appeng.api.parts.CableRenderMode;
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import appeng.block.AEBaseBlock;
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import appeng.client.ActionKey;
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import appeng.client.EffectType;
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import appeng.core.sync.BasePacket;
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public abstract class CommonHelper {
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public abstract World getWorld();
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public abstract void bindTileEntitySpecialRenderer(Class<? extends TileEntity> tile, AEBaseBlock blk);
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public abstract List<? extends PlayerEntity> getPlayers();
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public abstract void sendToAllNearExcept(PlayerEntity p, double x, double y, double z, double dist, World w,
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BasePacket packet);
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public abstract void spawnEffect(EffectType effect, World world, double posX, double posY, double posZ,
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Object extra);
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public abstract boolean shouldAddParticles(Random r);
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public abstract RayTraceResult getRTR();
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public abstract void postInit();
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public abstract CableRenderMode getCableRenderMode();
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public abstract void triggerUpdates();
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/**
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* Sets the player that is currently interacting with a cable or part attached
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* to a cable. This will return that player's cable render mode from calls to
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* {@link #getCableRenderMode()}, until another player or null is set.
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*
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* @param player Null to revert to the default cable render mode.
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*/
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public abstract void setPartInteractionPlayer(@Nullable PlayerEntity player);
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public abstract boolean isActionKey(@Nonnull final ActionKey key, InputMappings.Input input);
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}
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