Another fix for #2398 since the auto rotator doesn't actually apply to the built-in model.
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@ -63,9 +63,10 @@ class MonitorBakedModel extends CraftingCubeBakedModel
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@Override
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@Override
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protected void addInnerCube( EnumFacing side, IBlockState state, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2 )
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protected void addInnerCube( EnumFacing side, IBlockState state, CubeBuilder builder, float x1, float y1, float z1, float x2, float y2, float z2 )
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{
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{
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EnumFacing forward = getForward( state );
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// For sides other than the front, use the chassis texture
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// For sides other than the front, use the chassis texture
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// The actual rotation of the cube is handled by the auto rotation as usual
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if( side != forward )
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if( side != EnumFacing.NORTH )
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{
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{
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builder.setTexture( chassisTexture );
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builder.setTexture( chassisTexture );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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builder.addCube( x1, y1, z1, x2, y2, z2 );
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@ -110,4 +111,18 @@ class MonitorBakedModel extends CraftingCubeBakedModel
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return AEColor.TRANSPARENT;
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return AEColor.TRANSPARENT;
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}
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}
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private static EnumFacing getForward( IBlockState state )
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{
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if( state instanceof IExtendedBlockState )
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{
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IExtendedBlockState extState = (IExtendedBlockState) state;
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EnumFacing forward = extState.getValue( BlockCraftingMonitor.FORWARD );
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if( forward != null )
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{
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return forward;
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}
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}
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return EnumFacing.NORTH;
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}
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}
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}
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