9986ffc458
Deprecates the old usage of the AEItemDefinitions via the direct method access of * blocks() * parts() * items() * materials() and thus use the new re-direct via definitions(). All definitions are now initialized, no matter what. But SubItems, Items and Blocks are not registered, if by chance are disabled.
218 lines
8.0 KiB
Java
218 lines
8.0 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.client.render.blocks;
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import java.util.Random;
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import net.minecraft.client.renderer.RenderBlocks;
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import net.minecraft.item.ItemStack;
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import net.minecraft.world.IBlockAccess;
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import net.minecraftforge.client.IItemRenderer.ItemRenderType;
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import net.minecraftforge.common.util.ForgeDirection;
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import appeng.api.AEApi;
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import appeng.block.AEBaseBlock;
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import appeng.client.render.BaseBlockRender;
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import appeng.client.texture.ExtraBlockTextures;
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import appeng.client.texture.OffsetIcon;
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public class RenderQuartzGlass extends BaseBlockRender
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{
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static byte[][][] offsets;
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public RenderQuartzGlass() {
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super( false, 0 );
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if ( offsets == null )
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{
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Random r = new Random( 924 );
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offsets = new byte[10][10][10];
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for (int x = 0; x < 10; x++)
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for (int y = 0; y < 10; y++)
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r.nextBytes( offsets[x][y] );
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}
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}
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boolean isFlush(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
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{
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return this.isGlass( imb, world, x, y, z );
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}
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boolean isGlass(AEBaseBlock imb, IBlockAccess world, int x, int y, int z)
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{
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return this.isQuartzGlass( world, x, y, z ) || this.isVibrantQuartzGlass( world, x, y, z );
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}
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private boolean isQuartzGlass( IBlockAccess world, int x, int y, int z )
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{
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return AEApi.instance().definitions().blocks().quartzGlass().isSameAs( world, x, y, z );
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}
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private boolean isVibrantQuartzGlass( IBlockAccess world, int x, int y, int z )
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{
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return AEApi.instance().definitions().blocks().quartzVibrantGlass().isSameAs( world, x, y, z );
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}
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void renderEdge(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer, ForgeDirection side, ForgeDirection direction)
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{
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if ( !this.isFlush( imb, world, x + side.offsetX, y + side.offsetY, z + side.offsetZ ) )
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{
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if ( !this.isFlush( imb, world, x + direction.offsetX, y + direction.offsetY, z + direction.offsetZ ) )
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{
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float minX = 0.5f + (side.offsetX + direction.offsetX) / 2.0f;
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float minY = 0.5f + (side.offsetY + direction.offsetY) / 2.0f;
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float minZ = 0.5f + (side.offsetZ + direction.offsetZ) / 2.0f;
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float maxX = 0.5f + (side.offsetX + direction.offsetX) / 2.0f;
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float maxY = 0.5f + (side.offsetY + direction.offsetY) / 2.0f;
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float maxZ = 0.5f + (side.offsetZ + direction.offsetZ) / 2.0f;
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if ( 0 == side.offsetX && 0 == direction.offsetX )
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{
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minX = 0.0f;
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maxX = 1.0f;
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}
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if ( 0 == side.offsetY && 0 == direction.offsetY )
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{
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minY = 0.0f;
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maxY = 1.0f;
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}
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if ( 0 == side.offsetZ && 0 == direction.offsetZ )
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{
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minZ = 0.0f;
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maxZ = 1.0f;
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}
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if ( maxX <= 0.001f )
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maxX += 0.9f / 16.0f;
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if ( maxY <= 0.001f )
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maxY += 0.9f / 16.0f;
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if ( maxZ <= 0.001f )
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maxZ += 0.9f / 16.0f;
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if ( minX >= 0.999f )
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minX -= 0.9f / 16.0f;
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if ( minY >= 0.999f )
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minY -= 0.9f / 16.0f;
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if ( minZ >= 0.999f )
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minZ -= 0.9f / 16.0f;
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renderer.setRenderBounds( minX, minY, minZ, maxX, maxY, maxZ );
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switch (side)
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{
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case WEST:
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renderer.renderFaceXNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case EAST:
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renderer.renderFaceXPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case NORTH:
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renderer.renderFaceZNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case SOUTH:
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renderer.renderFaceZPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case DOWN:
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renderer.renderFaceYNeg( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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case UP:
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renderer.renderFaceYPos( imb, x, y, z, ExtraBlockTextures.GlassFrame.getIcon() );
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break;
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default:
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break;
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}
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}
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}
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}
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@Override
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public void renderInventory(AEBaseBlock block, ItemStack is, RenderBlocks renderer, ItemRenderType type, Object[] obj)
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{
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renderer.overrideBlockTexture = ExtraBlockTextures.GlassFrame.getIcon();
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super.renderInventory( block, is, renderer, type, obj );
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renderer.overrideBlockTexture = null;
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super.renderInventory( block, is, renderer, type, obj );
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}
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@Override
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public boolean renderInWorld(AEBaseBlock imb, IBlockAccess world, int x, int y, int z, RenderBlocks renderer)
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{
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renderer.setRenderBounds( 0, 0, 0, 1, 1, 1 );
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int cx = Math.abs( x % 10 );
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int cy = Math.abs( y % 10 );
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int cz = Math.abs( z % 10 );
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int u = offsets[cx][cy][cz] % 4;
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int v = offsets[9 - cx][9 - cy][9 - cz] % 4;
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switch (Math.abs( (offsets[cx][cy][cz] + (x + y + z)) % 4 ))
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{
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case 0:
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renderer.overrideBlockTexture = new OffsetIcon( imb.getIcon( 0, 0 ), u / 2, v / 2 );
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break;
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case 1:
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renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassB.getIcon(), u / 2, v / 2 );
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break;
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case 2:
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renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassC.getIcon(), u, v );
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break;
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case 3:
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renderer.overrideBlockTexture = new OffsetIcon( ExtraBlockTextures.BlockQuartzGlassD.getIcon(), u, v );
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break;
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}
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boolean result = renderer.renderStandardBlock( imb, x, y, z );
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renderer.overrideBlockTexture = null;
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.UP, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.DOWN, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.DOWN );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.EAST, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.DOWN );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.NORTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.WEST, ForgeDirection.SOUTH );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.NORTH, ForgeDirection.DOWN );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.EAST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.WEST );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.UP );
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this.renderEdge( imb, world, x, y, z, renderer, ForgeDirection.SOUTH, ForgeDirection.DOWN );
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return result;
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}
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}
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