Normalized code formatting.
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b1db7c5152
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122 changed files with 944 additions and 697 deletions
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@ -80,39 +80,39 @@ public class RitualAltarBuilder extends Ritual
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{
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switch (currentComponent.getComponent())
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{
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case NOTAIR:
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case NOTAIR:
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{
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BlockStack blockStack = getMundaneBlock(tileEntity);
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if (blockStack != null)
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{
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BlockStack blockStack = getMundaneBlock(tileEntity);
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if (blockStack != null)
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{
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world.setBlockState(currentPos, blockStack.getState(), 3);
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lightning(world, currentPos);
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network.syphon(getRefreshCost());
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}
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break;
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world.setBlockState(currentPos, blockStack.getState(), 3);
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lightning(world, currentPos);
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network.syphon(getRefreshCost());
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}
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case BLOODRUNE:
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break;
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}
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case BLOODRUNE:
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{
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BlockStack blockStack = getBloodRune(tileEntity);
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if (blockStack != null)
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{
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BlockStack blockStack = getBloodRune(tileEntity);
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if (blockStack != null)
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{
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world.setBlockState(currentPos, blockStack.getState(), 3);
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lightning(world, currentPos);
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network.syphon(getRefreshCost());
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}
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break;
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world.setBlockState(currentPos, blockStack.getState(), 3);
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lightning(world, currentPos);
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network.syphon(getRefreshCost());
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}
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default:
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break;
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}
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default:
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{
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BlockStack blockStack = new BlockStack(Utils.getBlockForComponent(currentComponent.getComponent()), 0);
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if (hasItem(tileEntity, Item.getItemFromBlock(blockStack.getBlock()), blockStack.getMeta(), true))
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{
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BlockStack blockStack = new BlockStack(Utils.getBlockForComponent(currentComponent.getComponent()), 0);
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if (hasItem(tileEntity, Item.getItemFromBlock(blockStack.getBlock()), blockStack.getMeta(), true))
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{
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world.setBlockState(currentPos, blockStack.getState(), 3);
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lightning(world, currentPos);
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network.syphon(getRefreshCost());
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}
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break;
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world.setBlockState(currentPos, blockStack.getState(), 3);
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lightning(world, currentPos);
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network.syphon(getRefreshCost());
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}
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break;
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}
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}
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}
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} else
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@ -193,10 +193,9 @@ public class RitualAltarBuilder extends Ritual
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}
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/*
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*
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* These methods are utilities for this ritual.
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* They support both the old forge inventory system, and the new one.
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*
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*
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* These methods are utilities for this ritual. They support both the old
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* forge inventory system, and the new one.
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*/
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public boolean hasItem(TileEntity tileEntity, Item item, int damage, boolean consumeItem)
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{
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