Added ability to mass craft with Engineering Table
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8c7e8d7601
commit
05241e740e
2 changed files with 27 additions and 20 deletions
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@ -68,30 +68,36 @@ public class BlockEngineeringTable extends BlockRI
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if (check.distance(hitVector) < regionLength)
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{
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int slotID = j * 3 + k;
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boolean didInsert = false;
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ItemStack checkStack = tile.craftingMatrix[slotID];
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if (checkStack != null)
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if (current != null)
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{
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if (checkStack == null || checkStack.isItemEqual(current))
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{
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if (ControlKeyModifer.isControlDown(player))
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{
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tile.craftingMatrix[slotID] = current;
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current = null;
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}
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else
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{
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tile.craftingMatrix[slotID] = current.splitStack(1);
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}
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if (current == null || current.stackSize <= 0)
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{
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player.inventory.setInventorySlotContents(player.inventory.currentItem, null);
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}
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}
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}
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if (!didInsert && checkStack != null)
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{
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InventoryUtility.dropItemStack(world, new Vector3(player), checkStack, 0);
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tile.craftingMatrix[slotID] = null;
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}
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else if (current != null)
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{
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if (ControlKeyModifer.isControlDown(player))
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{
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tile.craftingMatrix[slotID] = current.splitStack(1);
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}
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else
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{
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tile.craftingMatrix[slotID] = current;
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current = null;
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}
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if (current == null || current.stackSize <= 0)
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{
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player.inventory.setInventorySlotContents(player.inventory.currentItem, null);
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}
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}
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break matrix;
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}
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@ -108,11 +114,12 @@ public class BlockEngineeringTable extends BlockRI
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{
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ItemStack output = tile.getStackInSlot(9);
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if (output != null)
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while (output != null && ControlKeyModifer.isControlDown(player))
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{
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InventoryUtility.dropItemStack(world, new Vector3(player), output, 0);
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tile.onPickUpFromSlot(player, 9, output);
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tile.setInventorySlotContents(9, null);
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output = tile.getStackInSlot(9);
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}
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}
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}
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@ -65,7 +65,7 @@ public class RenderEngineeringTable extends TileEntitySpecialRenderer
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OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
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this.renderItem(tileEntity.worldObj, ForgeDirection.UP, tile.craftingMatrix[i], new Vector3(), 0, 0);
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GL11.glPopMatrix();
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System.out.println(tile.craftingMatrix[i].stackSize);
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if (isLooking)
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RenderUtility.renderFloatingText("" + tile.craftingMatrix[i].stackSize, (float) translation.x, (float) translation.y - 2f, (float) translation.z);
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}
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