make several parts of client state final
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This commit is contained in:
austin 2025-05-15 12:53:33 -04:00
parent 76c05d26ae
commit 56ffc5b879

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@ -35,7 +35,7 @@ public class ClientState {
/**
* The scene on the client
*/
public Scene clientScene = new Scene();
public final Scene clientScene = new Scene();
/**
* The client scene wrapper
@ -50,7 +50,7 @@ public class ClientState {
/**
* The synchronization manager on the client
*/
public ClientSynchronizationManager clientSynchronizationManager = new ClientSynchronizationManager();
public final ClientSynchronizationManager clientSynchronizationManager = new ClientSynchronizationManager();
/**
* The client network connection
@ -65,22 +65,22 @@ public class ClientState {
/**
* Manages characters on the client
*/
public ClientCharacterManager clientCharacterManager = new ClientCharacterManager();
public final ClientCharacterManager clientCharacterManager = new ClientCharacterManager();
/**
* Manages terrain data on client
*/
public ClientTerrainManager clientTerrainManager = new ClientTerrainManager();
public final ClientTerrainManager clientTerrainManager = new ClientTerrainManager();
/**
* Manages fluid data on client
*/
public ClientFluidManager clientFluidManager = new ClientFluidManager();
public final ClientFluidManager clientFluidManager = new ClientFluidManager();
/**
* Manages block data on client
*/
public ClientBlockManager clientBlockManager = new ClientBlockManager();
public final ClientBlockManager clientBlockManager = new ClientBlockManager();
/**
* Terrain cell manager
@ -95,7 +95,7 @@ public class ClientState {
/**
* client level editor data management
*/
public ClientLevelEditorData clientLevelEditorData = new ClientLevelEditorData();
public final ClientLevelEditorData clientLevelEditorData = new ClientLevelEditorData();
/**
* client current selected voxel type
@ -125,7 +125,7 @@ public class ClientState {
/**
* client player data
*/
public ClientPlayerData clientPlayerData = new ClientPlayerData();
public final ClientPlayerData clientPlayerData = new ClientPlayerData();
/**
* The client side equivalent of this client's entity on the server