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@ -280,8 +280,8 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] wit
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// Flip the buffer to only fill in as much data as necessary.
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dataBuffer.flip()
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// This buffer can be updated quite frequently, so dynamic seems sensible.
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_DYNAMIC_DRAW)
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// This buffer can be updated quite frequently, so dynamic seems sensible.
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_DYNAMIC_DRAW)
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}
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else {
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// Empty hologram.
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@ -311,17 +311,17 @@ abstract class Screen(val parent: SimpleDelegator) extends RedstoneAware with Si
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if (BuildCraft.holdsApplicableWrench(player, x, y, z)) false
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else world.getTileEntity(x, y, z) match {
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case screen: tileentity.Screen if screen.hasKeyboard && !player.isSneaking =>
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// Yep, this GUI is actually purely client side. We could skip this
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// if, but it is clearer this way (to trigger it from the server we
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// would have to give screens a "container", which we do not want).
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if (world.isRemote) {
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player.openGui(OpenComputers, GuiType.Screen.id, world, x, y, z)
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}
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true
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case screen: tileentity.Screen if screen.tier > 0 && side == screen.facing =>
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screen.click(player, hitX, hitY, hitZ)
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case _ => false
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}
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// Yep, this GUI is actually purely client side. We could skip this
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// if, but it is clearer this way (to trigger it from the server we
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// would have to give screens a "container", which we do not want).
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if (world.isRemote) {
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player.openGui(OpenComputers, GuiType.Screen.id, world, x, y, z)
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}
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true
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case screen: tileentity.Screen if screen.tier > 0 && side == screen.facing =>
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screen.click(player, hitX, hitY, hitZ)
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case _ => false
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}
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override def walk(world: World, x: Int, y: Int, z: Int, entity: Entity) =
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if (!world.isRemote) world.getTileEntity(x, y, z) match {
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