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.
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1 changed files with 0 additions and 20 deletions
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@ -108,26 +108,6 @@ public abstract class NetworkTileEntities
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return part != null && part instanceof TileEntity && !((TileEntity) part).isInvalid();
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}
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/** Refreshes the network... mainly the network member list */
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public void refresh()
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{
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this.cleanUpMembers();
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try
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{
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Iterator<INetworkPart> it = this.networkMember.iterator();
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while (it.hasNext())
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{
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INetworkPart conductor = it.next();
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conductor.refresh();
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}
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}
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catch (Exception e)
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{
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FMLLog.severe("TileNetwork>>>Refresh>>>Critical Error.");
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e.printStackTrace();
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}
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}
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/** Gets the list of network members */
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public Set<INetworkPart> getNetworkMemebers()
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