Added iron trapdoor, fence gates and doors to the redstone simulator
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@ -286,8 +286,14 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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case E_BLOCK_BLOCK_OF_REDSTONE: HandleRedstoneBlock(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_LEVER: HandleRedstoneLever(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_SPRUCE_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_BIRCH_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_JUNGLE_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_DARK_OAK_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_ACACIA_FENCE_GATE: HandleFenceGate(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TNT: HandleTNT(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_IRON_TRAPDOOR: HandleTrapdoor(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_TRAPPED_CHEST: HandleTrappedChest(dataitr->x, dataitr->y, dataitr->z); break;
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case E_BLOCK_ACTIVATOR_RAIL:
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@ -298,6 +304,11 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
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break;
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}
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case E_BLOCK_WOODEN_DOOR:
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case E_BLOCK_SPRUCE_DOOR:
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case E_BLOCK_BIRCH_DOOR:
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case E_BLOCK_JUNGLE_DOOR:
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case E_BLOCK_DARK_OAK_DOOR:
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case E_BLOCK_ACACIA_DOOR:
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case E_BLOCK_IRON_DOOR:
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{
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HandleDoor(dataitr->x, dataitr->y, dataitr->z);
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