Normalized code formatting.
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122 changed files with 944 additions and 697 deletions
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@ -9,26 +9,26 @@ import net.minecraft.item.ItemStack;
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public interface IBindable
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{
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/**
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* Gets the username of the Item's owner. Usually for display,
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* such as in the tooltip.
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*
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* Gets the username of the Item's owner. Usually for display, such as in
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* the tooltip.
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*
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* If the item is not bound, this will be null.
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*
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*
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* @param stack
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* - The owned ItemStack
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*
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*
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* @return - The username of the Item's owner
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*/
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String getOwnerName(ItemStack stack);
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/**
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* Gets the UUID of the Item's owner.
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*
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*
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* If the item is not bound, this will be null.
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*
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*
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* @param stack
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* - The owned ItemStack
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*
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*
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* @return - The UUID of the Item's owner
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*/
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String getOwnerUUID(ItemStack stack);
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@ -10,20 +10,20 @@ import WayofTime.bloodmagic.api.BlockStack;
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public interface IHarvestHandler
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{
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/**
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* Called whenever the Harvest Ritual attempts to harvest a block.
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* <br>
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* Use this to break the block, plant a new one, and drop the produced items.
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* <br>
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* Make sure to do checks so you are certain the blocks being handled
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* are the block types you want.
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*
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* Called whenever the Harvest Ritual attempts to harvest a block. <br>
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* Use this to break the block, plant a new one, and drop the produced
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* items. <br>
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* Make sure to do checks so you are certain the blocks being handled are
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* the block types you want.
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*
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* @param world
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* - The world the {@link WayofTime.bloodmagic.api.ritual.IMasterRitualStone} is in.
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* - The world the
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* {@link WayofTime.bloodmagic.api.ritual.IMasterRitualStone} is in.
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* @param pos
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* - The position of the Block being checked
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* - The position of the Block being checked
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* @param blockStack
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* - The Block being checked
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*
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* - The Block being checked
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*
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* @return If the block was successfully harvested.
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*/
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boolean harvestAndPlant(World world, BlockPos pos, BlockStack blockStack);
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@ -1,8 +1,8 @@
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package WayofTime.bloodmagic.api.iface;
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/**
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* Held items that implement this will cause the beams between
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* routing nodes to render.
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* Held items that implement this will cause the beams between routing nodes to
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* render.
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*/
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public interface INodeRenderer
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{
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