Massive renaming update in nms. If you bypassed Bukkit, you will likely break.
Also minimized all the nms diffs and generic cleanups all around.
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@@ -9,7 +9,7 @@ public class TileEntityDispenser extends TileEntity implements IInventory {
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// CraftBukkit start
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public ItemStack[] getContents() {
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return items;
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return this.items;
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}
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// CraftBukkit end
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@@ -23,7 +23,7 @@ public class TileEntityDispenser extends TileEntity implements IInventory {
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return this.items[i];
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}
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public ItemStack a(int i, int j) {
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public ItemStack splitStack(int i, int j) {
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if (this.items[i] != null) {
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ItemStack itemstack;
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@@ -63,11 +63,11 @@ public class TileEntityDispenser extends TileEntity implements IInventory {
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}
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public ItemStack b() {
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int i = findDispenseSlot();
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int i = this.findDispenseSlot();
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// CraftBukkit end
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if (i >= 0) {
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return this.a(i, 1);
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return this.splitStack(i, 1);
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} else {
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return null;
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}
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@@ -124,6 +124,6 @@ public class TileEntityDispenser extends TileEntity implements IInventory {
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}
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public boolean a_(EntityHuman entityhuman) {
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return this.world.getTileEntity(this.e, this.f, this.g) != this ? false : entityhuman.d((double) this.e + 0.5D, (double) this.f + 0.5D, (double) this.g + 0.5D) <= 64.0D;
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return this.world.getTileEntity(this.x, this.y, this.z) != this ? false : entityhuman.d((double) this.x + 0.5D, (double) this.y + 0.5D, (double) this.z + 0.5D) <= 64.0D;
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}
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}
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