Update Dungeon Loot and Config Options
1. Made World Thread available as dungeon loot 2. Removed useless config options for loot that doesn't appear anymore 3. Tweaked some config names and variable names for consistency
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@@ -21,16 +21,16 @@ public class ItemGoldDimDoor extends BaseItemDoor
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@Override
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public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4)
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{
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par3List.add("Similar to a Iron Dim Door");
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par3List.add("But if present in a pocket dim");
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par3List.add("it will keep it loaded.");
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par3List.add("Similar to a Dimensional Door");
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par3List.add("but keeps a pocket dimension");
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par3List.add("loaded if placed on the inside.");
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}
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@Override
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public boolean onItemUse(ItemStack stack, EntityPlayer player, World world, int x, int y,
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int z, int par7, float par8, float par9, float par10)
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{
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return tryItemUse(mod_pocketDim.goldDimDoor, stack, player, world, x, y, z, par7, false, true);
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return tryItemUse(mod_pocketDim.goldenDimensionalDoor, stack, player, world, x, y, z, par7, false, true);
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}
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@Override
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@@ -38,7 +38,7 @@ public class ItemGoldDimDoor extends BaseItemDoor
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{
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if (!world.isRemote)
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{
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if (tryPlacingDoor(mod_pocketDim.goldDimDoor, world, player, stack) &&
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if (tryPlacingDoor(mod_pocketDim.goldenDimensionalDoor, world, player, stack) &&
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!player.capabilities.isCreativeMode)
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{
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stack.stackSize--;
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@@ -33,7 +33,7 @@ public class ItemGoldDoor extends ItemDoor
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else
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{
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++par5;
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Block block = mod_pocketDim.goldDoor;
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Block block = mod_pocketDim.goldenDoor;
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if (par2EntityPlayer.canPlayerEdit(par4, par5, par6, par7, par1ItemStack) && par2EntityPlayer.canPlayerEdit(par4, par5 + 1, par6, par7, par1ItemStack))
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{
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