Finished implementing Personal Pockets
-any pocket created from within a personal pocket retains personal
status
-exit doors cannot be used in any personal pockets
-personal status is saved with dimData
fixed a bug that let trapdoors get around locks
fixed FoR not rendering properly
-inventory and world
* Fixed issue with Monoliths detecting players through walls
* Changed aggro values from bytes to shorts
* Fixed aggro updates so that aggro levels can decrease
* Fixed upper bound on aggro clamping
* Added client/server-side checks to a few functions to save on
performing pointless checks, such as making calculations for spawning
particles on the server
Removed lots of obsolete and unused code from Monoliths. The code is
subdivided more clearly now. The aggro level is sent over a data watcher
instead of sending the texture state.
Keybounce noticed that he was having a persistent item ID conflict with
DD's Golden Doors - the normal doors not the dimensional variant. I
discovered that we have been assigning them the same ID as the Golden
Door block ever since they were first introduced 7 months ago. It didn't
break immediately since Forge adds +256 to item IDs.
* Changed saving code to create backups by moving existing files rather
than creating copies and deleting the originals.
* Removed final call to PocketManager.save() in PocketManager.unload().
Since we no longer check if the caller is the client or server and
unload() must be called from both, this prevents clients from trying to
save pocket data locally. A final save() call wasn't needed anyway.
Added a flag to NewDimData so that we can avoid writing dimensions to
disk if they haven't been modified. They're still rewritten when the
server shuts down.