AutoSync: source code formatting
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7 changed files with 12 additions and 12 deletions
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@ -8,15 +8,15 @@ import net.minecraftforge.common.ForgeDirection;
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* for force for the tile, and should return the actually force the machine is using. Supply is when
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* the code asks for your tile to output force on the side, just return the force value don't try to
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* apply the force to other machines.
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*
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*
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* Tip Supply should never equal load as everything will stop moving since the load equals the
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* amount of force. The supply of force should be greater
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*
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*
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* @author DarkGuardsman */
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public interface IForceDevice extends ITileConnector
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{
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/** Applies force to this tile
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*
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*
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* @param side - side its coming from
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* @param force - amount of force
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* @return amount of force actually loaded down */
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@ -19,7 +19,7 @@ import dark.core.prefab.tilenetwork.NetworkTileEntities;
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/** Side note: the network should act like this when done {@link http
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* ://www.e4training.com/hydraulic_calculators/B1.htm} as well as stay compatible with the forge
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* Liquids
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*
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*
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* @author Rseifert */
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public class NetworkPipes extends NetworkFluidTiles
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{
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@ -163,7 +163,7 @@ public class NetworkPipes extends NetworkFluidTiles
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}
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/** Adds FLuid to this network from one of the connected Pipes
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*
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*
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* @param source - Were this liquid came from
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* @param stack - LiquidStack to be sent
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* @param doFill - actually fill the tank or just check numbers
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@ -174,7 +174,7 @@ public class NetworkPipes extends NetworkFluidTiles
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}
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/** Adds FLuid to this network from one of the connected Pipes
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*
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*
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* @param source - Were this liquid came from
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* @param stack - LiquidStack to be sent
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* @param doFill - actually fill the tank or just check numbers
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@ -107,7 +107,7 @@ public class TileEntityReleaseValve extends TileEntityFluidDevice implements ITi
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}
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/** if any of allowed list is true
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*
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*
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* @return true */
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public boolean isRestricted()
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{
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@ -200,7 +200,7 @@ public class TileEntityTank extends TileEntityFluidStorage implements IFluidHand
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}
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/** Checks to make sure the connection is valid to the tileEntity
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*
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*
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* @param tileEntity - the tileEntity being checked
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* @param side - side the connection is too */
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public void validateConnectionSide(TileEntity tileEntity, ForgeDirection side)
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@ -418,7 +418,7 @@ public class TileEntityPipe extends TileEntityAdvanced implements IFluidHandler,
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}
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/** Checks to make sure the connection is valid to the tileEntity
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*
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*
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* @param tileEntity - the tileEntity being checked
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* @param side - side the connection is too
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* @return */
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@ -36,7 +36,7 @@ public class TileEntityConstructionPump extends TileEntityStarterPump implements
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}
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/** Gets the facing direction
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*
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*
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* @param input true for input side, false for output side
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* @return */
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public ForgeDirection getFacing(boolean input)
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@ -78,7 +78,7 @@ public class TileEntityConstructionPump extends TileEntityStarterPump implements
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}
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/** Gets the nextDrain in the list
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*
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*
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* @param inputTile - input tile must be an instance of INetworkPipe
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* @param outputTile - output tile must be an instance of IFluidHandler
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* @param ignoreList - list of drains to ignore so that the next one is selected
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@ -86,7 +86,7 @@ public class TileEntityStarterPump extends TileEntityMachine implements IToolRea
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}
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/** Drains an area starting at the given location
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*
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*
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* @param world - world to drain in, most cases will be the TileEntities world
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* @param loc - origin to start the path finder with. If this is an instance of IDrain this
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* method will act different */
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