Move some constants around

This commit is contained in:
2025-05-31 10:04:21 +02:00
parent 083c5c07c2
commit d37a14f280
16 changed files with 143 additions and 136 deletions
+42 -34
View File
@@ -31,54 +31,62 @@ public interface CMDs {
// Material.DYE (Color 10/8)
int NEXT_PAGE = 2;
// Material.BARRIER
int SIMULATOR_DELETE = 1;
// BauSystem Simulator
interface Simulator {
// Material.REPEATER
int SIMULATOR_SETTINGS = 1;
// Material.BARRIER
int DELETE = 1;
// Material.ENDER_PEARL and Material.ENDER_EYE
int SIMULATOR_ENABLED_OR_DISABLED = 1;
// Material.REPEATER
int SETTINGS = 1;
// Material.DYE (Color 10/8)
int SIMULATOR_INCREMENT_OR_DISABLED = 3;
// Material.ENDER_PEARL and Material.ENDER_EYE
int ENABLED_OR_DISABLED = 1;
// Material.DYE (Color 1/8)
int SIMULATOR_DECREMENT_OR_DISABLED = 3;
// Material.DYE (Color 10/8)
int INCREMENT_OR_DISABLED = 3;
// Material.LEAD
int SIMULATOR_JOIN_GROUP = 1;
// Material.DYE (Color 1/8)
int DECREMENT_OR_DISABLED = 3;
// Material.ANVIL
int SIMULATOR_EDIT_ACTIVATION = 1;
// Material.LEAD
int JOIN_GROUP = 1;
// Material.QUARTZ, Material.REDSTONE, Material.GUNPOWDER
int SIMULATOR_NEW_PHASE = 1;
// Material.ANVIL
int EDIT_ACTIVATION = 1;
// Material.CALIBRATED_SCULK_SENSOR
int SIMULATOR_CREATE_STAB = 1;
// Material.QUARTZ, Material.REDSTONE, Material.GUNPOWDER
int NEW_PHASE = 1;
// Material.CHEST
int SIMULATOR_MAKE_GROUP = 1;
// Material.CALIBRATED_SCULK_SENSOR
int CREATE_STAB = 1;
// Material.LEAD
int SCHEMATIC_GUI_BACK = 2;
// Material.CHEST
int MAKE_GROUP = 1;
}
// Material.BUCKET
int SCHEMATIC_GUI_OWN = 1;
// Schematic System
interface Schematic {
// Material.GLASS
int SCHEMATIC_GUI_PUBLIC = 1;
// Material.LEAD
int BACK = 2;
// Material.CHEST
int SCHEMATIC_GUI_NEW_DIR = 2;
// Material.BUCKET
int OWN_SCHEMS = 1;
// Material.NAME_TAG
int SCHEMATIC_GUI_FILTER = 3;
// Material.GLASS
int PUBLIC_SCHEMS = 1;
// Material.PAPER, Material.CAULDRON, Material.CLOCK
int SCHEMATIC_SORT_ASCENDING = 3;
// Material.CHEST
int NEW_DIR = 2;
// Material.PAPER, Material.CAULDRON, Material.CLOCK
int SCHEMATIC_SORT_DESCENDING = 4;
// Material.NAME_TAG
int FILTER = 3;
// Material.PAPER, Material.CAULDRON, Material.CLOCK
int SORT_ASCENDING = 3;
// Material.PAPER, Material.CAULDRON, Material.CLOCK
int SORT_DESCENDING = 4;
}
}