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https://github.com/SquidDev-CC/CC-Tweaked
synced 2026-07-19 17:48:54 +00:00
General improvements to the documentation
- Add documentation for all undocumented methods and enums. - Use @code, @link and @see where appropriate. - Fix spelling in a couple of cases.
This commit is contained in:
@@ -8,13 +8,16 @@ package dan200.computercraft.api;
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import dan200.computercraft.api.filesystem.IMount;
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import dan200.computercraft.api.filesystem.IWritableMount;
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import dan200.computercraft.api.media.IMedia;
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import dan200.computercraft.api.media.IMediaProvider;
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import dan200.computercraft.api.peripheral.IComputerAccess;
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import dan200.computercraft.api.peripheral.IPeripheral;
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import dan200.computercraft.api.peripheral.IPeripheralProvider;
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import dan200.computercraft.api.permissions.ITurtlePermissionProvider;
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import dan200.computercraft.api.redstone.IBundledRedstoneProvider;
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import dan200.computercraft.api.turtle.ITurtleUpgrade;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import java.lang.reflect.Method;
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@@ -52,12 +55,16 @@ public final class ComputerCraftAPI
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}
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/**
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* Creates a numbered directory in a subfolder of the save directory for a given world, and returns that number.<br>
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* Use in conjuction with createSaveDirMount() to create a unique place for your peripherals or media items to store files.<br>
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* @param world The world for which the save dir should be created. This should be the serverside world object.
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* Creates a numbered directory in a subfolder of the save directory for a given world, and returns that number.
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*
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* Use in conjunction with createSaveDirMount() to create a unique place for your peripherals or media items to store files.
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*
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* @param world The world for which the save dir should be created. This should be the server side world object.
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* @param parentSubPath The folder path within the save directory where the new directory should be created. eg: "computercraft/disk"
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* @return The numerical value of the name of the new folder, or -1 if the folder could not be created for some reason.<br>
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* eg: if createUniqueNumberedSaveDir( world, "computer/disk" ) was called returns 42, then "computer/disk/42" is now available for writing.
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* @return The numerical value of the name of the new folder, or -1 if the folder could not be created for some reason.
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*
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* eg: if createUniqueNumberedSaveDir( world, "computer/disk" ) was called returns 42, then "computer/disk/42" is now
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* available for writing.
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* @see #createSaveDirMount(World, String, long)
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*/
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public static int createUniqueNumberedSaveDir( World world, String parentSubPath )
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@@ -73,21 +80,23 @@ public final class ComputerCraftAPI
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}
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return -1;
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}
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/**
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* Creates a file system mount that maps to a subfolder of the save directory for a given world, and returns it.<br>
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* Use in conjuction with IComputerAccess.mount() or IComputerAccess.mountWritable() to mount a folder from the
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* users save directory onto a computers file system.<br>
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* @param world The world for which the save dir can be found. This should be the serverside world object.
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* @param subPath The folder path within the save directory that the mount should map to. eg: "computer/disk/42".<br>
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* Use createUniqueNumberedSaveDir() to create a new numbered folder to use.
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* @param capacity The ammount of data that can be stored in the directory before it fills up, in bytes.
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* Creates a file system mount that maps to a subfolder of the save directory for a given world, and returns it.
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*
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* Use in conjunction with IComputerAccess.mount() or IComputerAccess.mountWritable() to mount a folder from the
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* users save directory onto a computers file system.
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*
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* @param world The world for which the save dir can be found. This should be the server side world object.
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* @param subPath The folder path within the save directory that the mount should map to. eg: "computer/disk/42".
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* Use createUniqueNumberedSaveDir() to create a new numbered folder to use.
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* @param capacity The amount of data that can be stored in the directory before it fills up, in bytes.
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* @return The mount, or null if it could be created for some reason. Use IComputerAccess.mount() or IComputerAccess.mountWritable()
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* to mount this on a Computers' file system.
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* @see #createUniqueNumberedSaveDir(World, String)
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* @see dan200.computercraft.api.peripheral.IComputerAccess#mount(String, dan200.computercraft.api.filesystem.IMount)
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* @see dan200.computercraft.api.peripheral.IComputerAccess#mountWritable(String, dan200.computercraft.api.filesystem.IWritableMount)
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* @see dan200.computercraft.api.filesystem.IMount
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* @see IComputerAccess#mount(String, IMount)
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* @see IComputerAccess#mountWritable(String, IWritableMount)
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* @see IMount
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* @see IWritableMount
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*/
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public static IWritableMount createSaveDirMount( World world, String subPath, long capacity )
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@@ -103,19 +112,24 @@ public final class ComputerCraftAPI
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}
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return null;
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}
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/**
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* Creates a file system mount to a resource folder, and returns it.<br>
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* Use in conjuction with IComputerAccess.mount() or IComputerAccess.mountWritable() to mount a resource folder onto a computers file system.<br>
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* The files in this mount will be a combination of files in the specified mod jar, and resource packs that contain resources with the same domain and path.<br>
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* Creates a file system mount to a resource folder, and returns it.
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*
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* Use in conjunction with IComputerAccess.mount() or IComputerAccess.mountWritable() to mount a resource folder
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* onto a computer's file system.
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*
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* The files in this mount will be a combination of files in the specified mod jar, and resource packs that contain
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* resources with the same domain and path.
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*
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* @param modClass A class in whose jar to look first for the resources to mount. Using your main mod class is recommended. eg: MyMod.class
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* @param domain The domain under which to look for resources. eg: "mymod"
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* @param subPath The domain under which to look for resources. eg: "mymod/lua/myfiles"
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* @return The mount, or null if it could be created for some reason. Use IComputerAccess.mount() or IComputerAccess.mountWritable()
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* to mount this on a Computers' file system.
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* @see dan200.computercraft.api.peripheral.IComputerAccess#mount(String, dan200.computercraft.api.filesystem.IMount)
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* @see dan200.computercraft.api.peripheral.IComputerAccess#mountWritable(String, IWritableMount)
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* @see dan200.computercraft.api.filesystem.IMount
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* @param domain The domain under which to look for resources. eg: "mymod"
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* @param subPath The domain under which to look for resources. eg: "mymod/lua/myfiles"
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* @return The mount, or {@code null} if it could be created for some reason. Use IComputerAccess.mount() or
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* IComputerAccess.mountWritable() to mount this on a Computers' file system.
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* @see IComputerAccess#mount(String, IMount)
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* @see IComputerAccess#mountWritable(String, IWritableMount)
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* @see IMount
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*/
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public static IMount createResourceMount( Class modClass, String domain, String subPath )
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{
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@@ -130,9 +144,10 @@ public final class ComputerCraftAPI
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}
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return null;
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}
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/**
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* Registers a peripheral handler to convert blocks into IPeripheral implementations.
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* Registers a peripheral handler to convert blocks into {@link IPeripheral} implementations.
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*
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* @see dan200.computercraft.api.peripheral.IPeripheral
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* @see dan200.computercraft.api.peripheral.IPeripheralProvider
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*/
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@@ -153,6 +168,7 @@ public final class ComputerCraftAPI
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* Registers a new turtle turtle for use in ComputerCraft. After calling this,
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* users should be able to craft Turtles with your new turtle. It is recommended to call
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* this during the load() method of your mod.
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*
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* @see dan200.computercraft.api.turtle.ITurtleUpgrade
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*/
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public static void registerTurtleUpgrade( ITurtleUpgrade upgrade )
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@@ -173,6 +189,7 @@ public final class ComputerCraftAPI
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/**
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* Registers a bundled redstone handler to provide bundled redstone output for blocks
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*
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* @see dan200.computercraft.api.redstone.IBundledRedstoneProvider
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*/
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public static void registerBundledRedstoneProvider( IBundledRedstoneProvider handler )
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@@ -190,9 +207,10 @@ public final class ComputerCraftAPI
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/**
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* If there is a Computer or Turtle at a certain position in the world, get it's bundled redstone output.
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* @see dan200.computercraft.api.redstone.IBundledRedstoneProvider
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*
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* @return If there is a block capable of emitting bundled redstone at the location, it's signal (0-65535) will be returned.
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* If there is no block capable of emitting bundled redstone at the location, -1 will be returned.
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* @see dan200.computercraft.api.redstone.IBundledRedstoneProvider
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*/
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public static int getBundledRedstoneOutput( World world, BlockPos pos, EnumFacing side )
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{
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@@ -209,7 +227,8 @@ public final class ComputerCraftAPI
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}
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/**
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* Registers a media handler to provide IMedia implementations for Items
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* Registers a media handler to provide {@link IMedia} implementations for Items
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*
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* @see dan200.computercraft.api.media.IMediaProvider
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*/
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public static void registerMediaProvider( IMediaProvider handler )
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@@ -227,6 +246,7 @@ public final class ComputerCraftAPI
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/**
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* Registers a permission handler to restrict where turtles can move or build
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*
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* @see dan200.computercraft.api.permissions.ITurtlePermissionProvider
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*/
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public static void registerPermissionProvider( ITurtlePermissionProvider handler )
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@@ -245,7 +265,7 @@ public final class ComputerCraftAPI
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// The functions below here are private, and are used to interface with the non-API ComputerCraft classes.
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// Reflection is used here so you can develop your mod without decompiling ComputerCraft and including
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// it in your solution, and so your mod won't crash if ComputerCraft is installed.
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private static void findCC()
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{
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if( !ccSearched ) {
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@@ -300,9 +320,9 @@ public final class ComputerCraftAPI
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System.out.println( "ComputerCraftAPI: ComputerCraft method " + name + " not found." );
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return null;
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}
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}
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private static boolean ccSearched = false;
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}
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private static boolean ccSearched = false;
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private static Class computerCraft = null;
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private static Method computerCraft_getVersion = null;
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private static Method computerCraft_createUniqueNumberedSaveDir = null;
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