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Update inventory properties to match current protocol
By: hibo98 <hibo98.niklas@gmail.com>
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1 changed files with 55 additions and 7 deletions
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@ -22,18 +22,22 @@ public abstract class InventoryView {
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* The progress of the down-pointing arrow in a brewing inventory.
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*/
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BREW_TIME(0, InventoryType.BREWING),
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/**
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* The progress of the right-pointing arrow in a furnace inventory.
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*/
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COOK_TIME(0, InventoryType.FURNACE),
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/**
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* The progress of the flame in a furnace inventory.
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*/
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BURN_TIME(1, InventoryType.FURNACE),
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BURN_TIME(0, InventoryType.FURNACE),
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/**
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* How many total ticks the current fuel should last.
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*/
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TICKS_FOR_CURRENT_FUEL(2, InventoryType.FURNACE),
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TICKS_FOR_CURRENT_FUEL(1, InventoryType.FURNACE),
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/**
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* The progress of the right-pointing arrow in a furnace inventory.
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*/
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COOK_TIME(2, InventoryType.FURNACE),
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/**
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* How many total ticks the current smelting should last.
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*/
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TICKS_FOR_CURRENT_SMELTING(3, InventoryType.FURNACE),
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/**
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* In an enchanting inventory, the top button's experience level
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* value.
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@ -48,7 +52,51 @@ public abstract class InventoryView {
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* In an enchanting inventory, the bottom button's experience level
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* value.
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*/
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ENCHANT_BUTTON3(2, InventoryType.ENCHANTING);
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ENCHANT_BUTTON3(2, InventoryType.ENCHANTING),
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/**
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* In an enchanting inventory, the first four bits of the player's xpSeed.
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*/
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ENCHANT_XP_SEED(3, InventoryType.ENCHANTING),
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/**
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* In an enchanting inventory, the top button's enchantment's id
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*/
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ENCHANT_ID1(4, InventoryType.ENCHANTING),
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/**
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* In an enchanting inventory, the middle button's enchantment's id
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*/
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ENCHANT_ID2(5, InventoryType.ENCHANTING),
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/**
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* In an enchanting inventory, the bottom button's enchantment's id
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*/
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ENCHANT_ID3(6, InventoryType.ENCHANTING),
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/**
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* In an enchanting inventory, the top button's level value.
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*/
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ENCHANT_LEVEL1(7, InventoryType.ENCHANTING),
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/**
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* In an enchanting inventory, the middle button's level value.
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*/
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ENCHANT_LEVEL2(8, InventoryType.ENCHANTING),
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/**
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* In an enchanting inventory, the bottom button's level value.
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*/
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ENCHANT_LEVEL3(9, InventoryType.ENCHANTING),
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/**
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* In an beacon inventory, the levels of the beacon
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*/
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LEVELS(0, InventoryType.BEACON),
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/**
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* In an beacon inventory, the primary potion effect
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*/
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PRIMARY_EFFECT(1, InventoryType.BEACON),
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/**
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* In an beacon inventory, the secondary potion effect
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*/
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SECONDARY_EFFECT(2, InventoryType.BEACON),
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/**
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* The repair's cost in xp levels
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*/
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REPAIR_COST(0, InventoryType.ANVIL);
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int id;
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InventoryType style;
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private Property(int id, InventoryType appliesTo) {
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