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https://github.com/SquidDev-CC/CC-Tweaked
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Merge pull request #463 from josephcsible/ComputerCraft/notnull
Remove some unnecessary null checks
This commit is contained in:
commit
5253ab3e58
@ -116,20 +116,12 @@ public class TileEntityTurtleRenderer extends TileEntitySpecialRenderer<TileTurt
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// Setup the transform
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// Setup the transform
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Vec3d offset;
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Vec3d offset;
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float yaw;
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float yaw;
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if( turtle != null )
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offset = turtle.getRenderOffset( f );
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{
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yaw = turtle.getRenderYaw( f );
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offset = turtle.getRenderOffset( f );
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yaw = turtle.getRenderYaw( f );
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}
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else
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{
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offset = new Vec3d( 0.0, 0.0, 0.0 );
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yaw = 0.0f;
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}
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GlStateManager.translate( posX + offset.x, posY + offset.y, posZ + offset.z );
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GlStateManager.translate( posX + offset.x, posY + offset.y, posZ + offset.z );
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// Render the label
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// Render the label
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IComputer computer = (turtle != null) ? turtle.getComputer() : null;
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IComputer computer = turtle.getComputer();
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String label = (computer != null) ? computer.getLabel() : null;
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String label = (computer != null) ? computer.getLabel() : null;
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if( label != null )
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if( label != null )
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{
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{
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@ -145,18 +137,9 @@ public class TileEntityTurtleRenderer extends TileEntitySpecialRenderer<TileTurt
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int colour;
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int colour;
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ComputerFamily family;
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ComputerFamily family;
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ResourceLocation overlay;
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ResourceLocation overlay;
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if( turtle != null )
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colour = turtle.getColour();
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{
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family = turtle.getFamily();
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colour = turtle.getColour();
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overlay = turtle.getOverlay();
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family = turtle.getFamily();
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overlay = turtle.getOverlay();
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}
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else
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{
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colour = -1;
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family = ComputerFamily.Normal;
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overlay = null;
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}
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renderModel( state, getTurtleModel( family, colour != -1 ), colour == -1 ? null : new int[] { colour } );
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renderModel( state, getTurtleModel( family, colour != -1 ), colour == -1 ? null : new int[] { colour } );
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@ -183,11 +166,8 @@ public class TileEntityTurtleRenderer extends TileEntitySpecialRenderer<TileTurt
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}
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}
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// Render the upgrades
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// Render the upgrades
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if( turtle != null )
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renderUpgrade( state, turtle, TurtleSide.Left, f );
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{
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renderUpgrade( state, turtle, TurtleSide.Right, f );
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renderUpgrade( state, turtle, TurtleSide.Left, f );
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renderUpgrade( state, turtle, TurtleSide.Right, f );
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}
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}
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}
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finally
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finally
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{
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{
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