Prepare ICompatibility for phase based loading
Some compat will need to be done at different loading phases. This should allow that to be handled fairly easily.
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5 changed files with 39 additions and 11 deletions
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@ -2,6 +2,7 @@ package WayofTime.bloodmagic;
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import java.io.File;
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import WayofTime.bloodmagic.compat.ICompatibility;
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import lombok.Getter;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.item.Item;
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@ -66,6 +67,8 @@ public class BloodMagic
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ModItems.init();
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ModPotions.init();
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ModEntities.init();
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ModCompatibility.registerModCompat();
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ModCompatibility.loadCompat(ICompatibility.InitializationPhase.PRE_INIT);
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proxy.preInit();
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}
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@ -78,8 +81,8 @@ public class BloodMagic
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ModRecipes.init();
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ModRituals.initRituals();
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ModRituals.initImperfectRituals();
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ModCompatibility.registerModCompat();
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ModArmourTrackers.init();
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ModCompatibility.loadCompat(ICompatibility.InitializationPhase.INIT);
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ConfigHandler.checkRituals();
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NetworkRegistry.INSTANCE.registerGuiHandler(BloodMagic.instance, new GuiHandler());
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@ -90,6 +93,7 @@ public class BloodMagic
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public void postInit(FMLPostInitializationEvent event)
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{
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ModRecipes.addCompressionHandlers();
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ModCompatibility.loadCompat(ICompatibility.InitializationPhase.POST_INIT);
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proxy.postInit();
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}
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