Code aesthetics and typo fixes.

This commit is contained in:
Gunther De Wachter 2017-06-26 16:35:50 +02:00
parent 650edae902
commit 6529de911a
5 changed files with 7 additions and 6 deletions

View file

@ -427,7 +427,7 @@ public abstract class AEBaseContainer extends Container
} }
else else
{ {
throw new IllegalArgumentException( "Invalid Slot [" + newSlot + "]for AE Container instead of AppEngSlot." ); throw new IllegalArgumentException( "Invalid Slot [" + newSlot + "] for AE Container instead of AppEngSlot." );
} }
} }

View file

@ -79,7 +79,7 @@ public class AEBaseTile extends TileEntity implements IOrientable, ICommonTile,
@Override @Override
public boolean shouldRefresh( final World world, final BlockPos pos, final IBlockState oldState, final IBlockState newSate ) public boolean shouldRefresh( final World world, final BlockPos pos, final IBlockState oldState, final IBlockState newSate )
{ {
return newSate.getBlock() != oldState.getBlock(); // state dosn't change tile entities in AE2. return newSate.getBlock() != oldState.getBlock(); // state doesn't change tile entities in AE2.
} }
public static void registerTileItem( final Class<? extends TileEntity> c, final IStackSrc wat ) public static void registerTileItem( final Class<? extends TileEntity> c, final IStackSrc wat )

View file

@ -94,7 +94,7 @@ public class ItemComparisonHelper
/** /**
* A slightly different method from ItemStack.java to skip the isEmpty() check. This allows you to check for identical empty spots.. * A slightly different method from ItemStack.java to skip the isEmpty() check. This allows you to check for identical empty spots..
*/ */
public boolean isItemEqual( ItemStack left, ItemStack right) { public boolean isItemEqual( ItemStack left, ItemStack right ) {
return left.getItem() == right.getItem() && left.getItemDamage() == right.getItemDamage(); return left.getItem() == right.getItem() && left.getItemDamage() == right.getItemDamage();
} }

View file

@ -511,8 +511,8 @@ public final class MeteoritePlacer
} }
} }
final int minBLocks = 200; final int minBlocks = 200;
if( validBlocks > minBLocks && realValidBlocks > 80 ) if( validBlocks > minBlocks && realValidBlocks > 80 )
{ {
// we can spawn here! // we can spawn here!

View file

@ -35,7 +35,8 @@ public class UVLightmapJsonTest
@EventHandler @EventHandler
public void preInit( FMLPreInitializationEvent event ) public void preInit( FMLPreInitializationEvent event )
{ {
GameRegistry.register( uvlblock = new Block( Material.IRON ){ GameRegistry.register( uvlblock = new Block( Material.IRON )
{
final AxisAlignedBB box = new AxisAlignedBB( 0.25, 0, 7 / 16d, 0.75, 1, 9 / 16d ); final AxisAlignedBB box = new AxisAlignedBB( 0.25, 0, 7 / 16d, 0.75, 1, 9 / 16d );