Code cleanup in cChunk.PlaceBlock() for checking if BlockEntity should be spawned (#4812)
* Changed switch for call in cChunk for call to function cBlockEntity to remove unnecessary confusions while implementing new BlockEntities
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@ -1278,33 +1278,10 @@ void cChunk::SetBlock(Vector3i a_RelPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_Blo
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}
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// If the new block is a block entity, create the entity object:
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switch (a_BlockType)
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if (cBlockEntity::IsBlockEntityBlockType(a_BlockType))
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{
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case E_BLOCK_BEACON:
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case E_BLOCK_BED:
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case E_BLOCK_TRAPPED_CHEST:
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case E_BLOCK_CHEST:
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case E_BLOCK_COMMAND_BLOCK:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER:
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case E_BLOCK_ENDER_CHEST:
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case E_BLOCK_LIT_FURNACE:
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case E_BLOCK_FURNACE:
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case E_BLOCK_HOPPER:
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case E_BLOCK_SIGN_POST:
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case E_BLOCK_WALLSIGN:
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case E_BLOCK_HEAD:
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case E_BLOCK_NOTE_BLOCK:
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case E_BLOCK_JUKEBOX:
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case E_BLOCK_FLOWER_POT:
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case E_BLOCK_MOB_SPAWNER:
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case E_BLOCK_BREWING_STAND:
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{
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// Fast set block has already marked dirty
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AddBlockEntityClean(cBlockEntity::CreateByBlockType(a_BlockType, a_BlockMeta, RelativeToAbsolute(a_RelPos), m_World));
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break;
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}
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} // switch (a_BlockType)
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AddBlockEntityClean(cBlockEntity::CreateByBlockType(a_BlockType, a_BlockMeta, RelativeToAbsolute(a_RelPos), m_World));
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}
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}
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