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new inventory category 'fixtures'; fixture code refactoring
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@@ -52,7 +52,7 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
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* - `BLOCK_AIR` – Prints out `Lang.get("BLOCK_AIR")`
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* - `BLOCK_AIR>>=BLOCK_WALL_NAME_TEMPLATE` – Prints out `Formatter().format(Lang.get("BLOCK_WALL_NAME_TEMPLATE"), Lang.get("BLOCK_AIR")).toString()`
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*/
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@Transient var originalName: String = ""
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@Transient open var originalName: String = ""
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var newName: String = ""
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@@ -101,16 +101,8 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
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/**
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* Where to equip the item.
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*
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* Can't use 'open val' as GSON doesn't like that. Initialise this property like:
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*
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* ```
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* init {
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* equipPosition = EquipPosition.HAND_GRIP
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* }
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* ```
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*/
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@Transient var equipPosition: Int = EquipPosition.NULL
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@Transient open var equipPosition: Int = EquipPosition.NULL
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internal val material: Material
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get() = MaterialCodex.getOrDefault(materialId)
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