forked from SteamWar/SteamWar
Move some constants around
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@@ -31,54 +31,62 @@ public interface CMDs {
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// Material.DYE (Color 10/8)
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int NEXT_PAGE = 2;
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// Material.BARRIER
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int SIMULATOR_DELETE = 1;
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// BauSystem Simulator
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interface Simulator {
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// Material.REPEATER
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int SIMULATOR_SETTINGS = 1;
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// Material.BARRIER
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int DELETE = 1;
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// Material.ENDER_PEARL and Material.ENDER_EYE
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int SIMULATOR_ENABLED_OR_DISABLED = 1;
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// Material.REPEATER
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int SETTINGS = 1;
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// Material.DYE (Color 10/8)
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int SIMULATOR_INCREMENT_OR_DISABLED = 3;
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// Material.ENDER_PEARL and Material.ENDER_EYE
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int ENABLED_OR_DISABLED = 1;
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// Material.DYE (Color 1/8)
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int SIMULATOR_DECREMENT_OR_DISABLED = 3;
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// Material.DYE (Color 10/8)
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int INCREMENT_OR_DISABLED = 3;
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// Material.LEAD
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int SIMULATOR_JOIN_GROUP = 1;
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// Material.DYE (Color 1/8)
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int DECREMENT_OR_DISABLED = 3;
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// Material.ANVIL
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int SIMULATOR_EDIT_ACTIVATION = 1;
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// Material.LEAD
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int JOIN_GROUP = 1;
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// Material.QUARTZ, Material.REDSTONE, Material.GUNPOWDER
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int SIMULATOR_NEW_PHASE = 1;
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// Material.ANVIL
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int EDIT_ACTIVATION = 1;
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// Material.CALIBRATED_SCULK_SENSOR
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int SIMULATOR_CREATE_STAB = 1;
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// Material.QUARTZ, Material.REDSTONE, Material.GUNPOWDER
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int NEW_PHASE = 1;
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// Material.CHEST
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int SIMULATOR_MAKE_GROUP = 1;
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// Material.CALIBRATED_SCULK_SENSOR
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int CREATE_STAB = 1;
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// Material.LEAD
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int SCHEMATIC_GUI_BACK = 2;
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// Material.CHEST
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int MAKE_GROUP = 1;
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}
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// Material.BUCKET
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int SCHEMATIC_GUI_OWN = 1;
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// Schematic System
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interface Schematic {
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// Material.GLASS
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int SCHEMATIC_GUI_PUBLIC = 1;
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// Material.LEAD
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int BACK = 2;
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// Material.CHEST
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int SCHEMATIC_GUI_NEW_DIR = 2;
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// Material.BUCKET
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int OWN_SCHEMS = 1;
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// Material.NAME_TAG
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int SCHEMATIC_GUI_FILTER = 3;
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// Material.GLASS
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int PUBLIC_SCHEMS = 1;
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// Material.PAPER, Material.CAULDRON, Material.CLOCK
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int SCHEMATIC_SORT_ASCENDING = 3;
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// Material.CHEST
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int NEW_DIR = 2;
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// Material.PAPER, Material.CAULDRON, Material.CLOCK
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int SCHEMATIC_SORT_DESCENDING = 4;
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// Material.NAME_TAG
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int FILTER = 3;
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// Material.PAPER, Material.CAULDRON, Material.CLOCK
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int SORT_ASCENDING = 3;
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// Material.PAPER, Material.CAULDRON, Material.CLOCK
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int SORT_DESCENDING = 4;
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}
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}
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