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https://github.com/SquidDev-CC/CC-Tweaked
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Merge branch 'mc-1.15.x' into mc-1.16.x
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@@ -171,12 +171,18 @@ public class OSAPI implements ILuaAPI
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/**
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* Starts a timer that will run for the specified number of seconds. Once
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* the timer fires, a timer event will be added to the queue with the ID
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* returned from this function as the first parameter.
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* the timer fires, a {@code timer} event will be added to the queue with
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* the ID returned from this function as the first parameter.
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*
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* As with @{os.sleep|sleep}, {@code timer} will automatically be rounded up
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* to the nearest multiple of 0.05 seconds, as it waits for a fixed amount
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* of world ticks.
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*
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* @param timer The number of seconds until the timer fires.
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* @return The ID of the new timer.
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* @return The ID of the new timer. This can be used to filter the
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* {@code timer} event, or {@link #cancelTimer cancel the timer}.
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* @throws LuaException If the time is below zero.
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* @see #cancelTimer To cancel a timer.
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*/
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@LuaFunction
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public final int startTimer( double timer ) throws LuaException
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@@ -199,11 +205,14 @@ public class OSAPI implements ILuaAPI
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/**
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* Sets an alarm that will fire at the specified world time. When it fires,
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* an alarm event will be added to the event queue.
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* an {@code alarm} event will be added to the event queue with the ID
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* returned from this function as the first parameter.
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*
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* @param time The time at which to fire the alarm, in the range [0.0, 24.0).
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* @return The ID of the alarm that was set.
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* @return The ID of the new alarm. This can be used to filter the
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* {@code alarm} event, or {@link #cancelAlarm cancel the alarm}.
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* @throws LuaException If the time is out of range.
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* @see #cancelAlarm To cancel an alarm.
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*/
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@LuaFunction
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public final int setAlarm( double time ) throws LuaException
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@@ -69,7 +69,7 @@ public final class ClientMonitor extends ClientTerminal
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GL15.glBufferData( GL31.GL_TEXTURE_BUFFER, 0, GL15.GL_STATIC_DRAW );
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tboTexture = GlStateManager.genTexture();
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GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, tboTexture );
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GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8, tboBuffer );
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GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8UI, tboBuffer );
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GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, 0 );
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GlStateManager.bindBuffer( GL31.GL_TEXTURE_BUFFER, 0 );
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