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Armed and unprepared
- Fixed Mechanical Arms losing their configuration when placed in survival mode
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parent
d90682e7c3
commit
a027f82252
3 changed files with 7 additions and 4 deletions
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@ -86,9 +86,6 @@ public class EjectorTargetHandler {
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}
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public static void flushSettings(BlockPos pos) {
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if (currentItem == null)
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return;
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int h = 0;
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int v = 0;
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@ -89,7 +89,7 @@ public class ArmInteractionPointHandler {
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}
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public static void flushSettings(BlockPos pos) {
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if (currentItem == null)
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if (currentSelection == null)
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return;
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int removed = 0;
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@ -66,6 +66,7 @@ public class ArmTileEntity extends KineticTileEntity implements ITransformableTE
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LerpedFloat clawAngle;
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float previousBaseAngle;
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boolean updateInteractionPoints;
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int tooltipWarmup;
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//
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protected ScrollOptionBehaviour<SelectionMode> selectionMode;
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@ -97,6 +98,7 @@ public class ArmTileEntity extends KineticTileEntity implements ITransformableTE
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previousBaseAngle = previousTarget.baseAngle;
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updateInteractionPoints = true;
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redstoneLocked = false;
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tooltipWarmup = 15;
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}
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@Override
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@ -118,6 +120,8 @@ public class ArmTileEntity extends KineticTileEntity implements ITransformableTE
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initInteractionPoints();
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boolean targetReached = tickMovementProgress();
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if (tooltipWarmup > 0)
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tooltipWarmup--;
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if (chasedPointProgress < 1) {
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if (phase == Phase.MOVE_TO_INPUT) {
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ArmInteractionPoint point = getTargetedInteractionPoint();
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@ -561,6 +565,8 @@ public class ArmTileEntity extends KineticTileEntity implements ITransformableTE
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return true;
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if (isPlayerSneaking)
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return false;
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if (tooltipWarmup > 0)
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return false;
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if (!inputs.isEmpty())
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return false;
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if (!outputs.isEmpty())
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