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More Laser and Reactor work. Lasers work now, and Heat Generators generate energy from incident lasers, in order to test lasers. This is probably only temporary.
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@@ -12,6 +12,13 @@ import mekanism.generators.common.tile.TileEntityHeatGenerator;
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import mekanism.generators.common.tile.TileEntityGasGenerator;
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import mekanism.generators.common.tile.TileEntitySolarGenerator;
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import mekanism.generators.common.tile.TileEntityWindTurbine;
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import mekanism.generators.common.tile.reactor.TileEntityReactorController;
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import mekanism.generators.common.tile.reactor.TileEntityReactorFrame;
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import mekanism.generators.common.tile.reactor.TileEntityReactorGlass;
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import mekanism.generators.common.tile.reactor.TileEntityReactorLaserFocusMatrix;
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import mekanism.generators.common.tile.reactor.TileEntityReactorNeutronCapture;
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import mekanism.generators.common.tile.reactor.TileEntityReactorPort;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.inventory.Container;
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import net.minecraft.tileentity.TileEntity;
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@@ -25,6 +32,19 @@ import cpw.mods.fml.common.registry.GameRegistry;
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*/
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public class GeneratorsCommonProxy
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{
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/**
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* Register normal tile entities
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*/
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public void registerRegularTileEntities()
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{
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GameRegistry.registerTileEntity(TileEntityReactorController.class, "ReactorController");
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GameRegistry.registerTileEntity(TileEntityReactorFrame.class, "ReactorFrame");
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GameRegistry.registerTileEntity(TileEntityReactorGlass.class, "ReactorGlass");
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GameRegistry.registerTileEntity(TileEntityReactorLaserFocusMatrix.class, "ReactorLaserFocus");
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GameRegistry.registerTileEntity(TileEntityReactorNeutronCapture.class, "ReactorNeutronCapture");
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GameRegistry.registerTileEntity(TileEntityReactorPort.class, "ReactorPort");
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}
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/**
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* Register tile entities that have special models. Overwritten in client to register TESRs.
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*/
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