removed refresh code from network

unused and when it was it caused more errors that is was worth. Refresh
should be handled by world triggers anyways. Eg. blocks placed next to
network blocks.
This commit is contained in:
DarkGuardsman 2013-09-13 08:55:08 -04:00
parent c1f99d46d3
commit e27d5a75dc

View file

@ -108,26 +108,6 @@ public abstract class NetworkTileEntities
return part != null && part instanceof TileEntity && !((TileEntity) part).isInvalid();
}
/** Refreshes the network... mainly the network member list */
public void refresh()
{
this.cleanUpMembers();
try
{
Iterator<INetworkPart> it = this.networkMember.iterator();
while (it.hasNext())
{
INetworkPart conductor = it.next();
conductor.refresh();
}
}
catch (Exception e)
{
FMLLog.severe("TileNetwork>>>Refresh>>>Critical Error.");
e.printStackTrace();
}
}
/** Gets the list of network members */
public Set<INetworkPart> getNetworkMemebers()