Redstone fixes [SEE DESC]
Fixed pistons not correctly powering down Fixed dispensers not correctly powering down Fixed droppers not correctly power down Fixed TNT not correctly powering up Fixed redstone lamps not correctly powering up Fixed redstone lamps not correctly powering down
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@ -53,6 +53,10 @@ void cRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk
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}
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switch (BlockType)
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{
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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@ -514,6 +518,20 @@ bool cRedstoneSimulator::PowerBlock(const Vector3i & a_BlockPos, const Vector3i
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break;
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}
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case E_BLOCK_REDSTONE_LAMP_OFF:
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{
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m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_ON, 0);
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break;
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}
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case E_BLOCK_TNT:
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{
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m_World.BroadcastSoundEffect("random.fuse", a_BlockPos.x * 8, a_BlockPos.y * 8, a_BlockPos.z * 8, 0.5f, 0.6f);
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m_World.SpawnPrimedTNT(a_BlockPos.x + 0.5, a_BlockPos.y + 0.5, a_BlockPos.z + 0.5, 4); // 4 seconds to boom
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m_World.SetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_AIR, 0);
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break;
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}
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default:
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{
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if (
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@ -615,6 +633,12 @@ int cRedstoneSimulator::UnPowerBlock(const Vector3i & a_BlockPos, const Vector3i
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break;
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}
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case E_BLOCK_REDSTONE_LAMP_ON:
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{
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m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_OFF, 0);
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break;
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}
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default:
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{
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if (
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