Made redstone handlers static
* Improvements to performance? Maybe. Can't hurt (he says).
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30e6425ed3
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98cc2a9987
@ -30,62 +30,122 @@
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std::unique_ptr<cRedstoneHandler> cIncrementalRedstoneSimulator::CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data)
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cRedstoneHandler * cIncrementalRedstoneSimulator::CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data)
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{
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{
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switch (a_BlockType)
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switch (a_BlockType)
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{
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{
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_ACTIVATOR_RAIL:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_DETECTOR_RAIL:
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case E_BLOCK_POWERED_RAIL: return cpp14::make_unique<cPoweredRailHandler>(a_World);
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case E_BLOCK_POWERED_RAIL:
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{
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static cPoweredRailHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_ACTIVE_COMPARATOR:
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case E_BLOCK_INACTIVE_COMPARATOR: return cpp14::make_unique<cRedstoneComparatorHandler>(a_World);
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case E_BLOCK_INACTIVE_COMPARATOR:
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{
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static cRedstoneComparatorHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_DROPPER: return cpp14::make_unique<cDropSpenserHandler>(a_World);
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case E_BLOCK_DROPPER:
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{
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static cDropSpenserHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_STONE_PRESSURE_PLATE:
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case E_BLOCK_WOODEN_PRESSURE_PLATE: return cpp14::make_unique<cPressurePlateHandler>(a_World);
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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{
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static cPressurePlateHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_FENCE_GATE:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_IRON_TRAPDOOR:
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case E_BLOCK_TRAPDOOR: return cpp14::make_unique<cSmallGateHandler>(a_World);
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case E_BLOCK_TRAPDOOR:
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{
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static cSmallGateHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_OFF:
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case E_BLOCK_REDSTONE_LAMP_ON: return cpp14::make_unique<cRedstoneLampHandler>(a_World);
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case E_BLOCK_REDSTONE_LAMP_ON:
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{
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static cRedstoneLampHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_OFF:
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case E_BLOCK_REDSTONE_REPEATER_ON: return cpp14::make_unique<cRedstoneRepeaterHandler>(a_World);
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case E_BLOCK_REDSTONE_REPEATER_ON:
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{
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static cRedstoneRepeaterHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_OFF:
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case E_BLOCK_REDSTONE_TORCH_ON: return cpp14::make_unique<cRedstoneTorchHandler>(a_World);
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case E_BLOCK_REDSTONE_TORCH_ON:
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{
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static cRedstoneTorchHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_PISTON:
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case E_BLOCK_PISTON:
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case E_BLOCK_STICKY_PISTON: return cpp14::make_unique<cPistonHandler>(a_World);
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case E_BLOCK_STICKY_PISTON:
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{
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static cPistonHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_LEVER:
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case E_BLOCK_LEVER:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_STONE_BUTTON:
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case E_BLOCK_WOODEN_BUTTON: return cpp14::make_unique<cRedstoneToggleHandler>(a_World);
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case E_BLOCK_WOODEN_BUTTON:
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{
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case E_BLOCK_BLOCK_OF_REDSTONE: return cpp14::make_unique<cRedstoneBlockHandler>(a_World);
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static cRedstoneToggleHandler ComponentHandler(a_World);
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case E_BLOCK_COMMAND_BLOCK: return cpp14::make_unique<cCommandBlockHandler>(a_World);
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return &ComponentHandler;
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case E_BLOCK_NOTE_BLOCK: return cpp14::make_unique<cNoteBlockHandler>(a_World);
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}
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case E_BLOCK_REDSTONE_WIRE: return cpp14::make_unique<cRedstoneWireHandler>(a_World);
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case E_BLOCK_BLOCK_OF_REDSTONE:
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case E_BLOCK_TNT: return cpp14::make_unique<cTNTHandler>(a_World);
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{
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case E_BLOCK_TRAPPED_CHEST: return cpp14::make_unique<cTrappedChestHandler>(a_World);
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static cRedstoneBlockHandler ComponentHandler(a_World);
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case E_BLOCK_TRIPWIRE_HOOK: return cpp14::make_unique<cTripwireHookHandler>(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_COMMAND_BLOCK:
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{
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static cCommandBlockHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_NOTE_BLOCK:
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{
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static cNoteBlockHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_REDSTONE_WIRE:
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{
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static cRedstoneWireHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_TNT:
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{
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static cTNTHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_TRAPPED_CHEST:
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{
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static cTrappedChestHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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case E_BLOCK_TRIPWIRE_HOOK:
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{
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static cTripwireHookHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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default:
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default:
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{
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{
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if (cBlockDoorHandler::IsDoorBlockType(a_BlockType))
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if (cBlockDoorHandler::IsDoorBlockType(a_BlockType))
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{
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{
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return cpp14::make_unique<cDoorHandler>(a_World);
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static cDoorHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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}
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if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
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if (cBlockInfo::FullyOccupiesVoxel(a_BlockType))
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{
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{
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return cpp14::make_unique<cSolidBlockHandler>(a_World);
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static cSolidBlockHandler ComponentHandler(a_World);
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return &ComponentHandler;
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}
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}
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return nullptr;
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return nullptr;
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}
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}
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@ -18,6 +18,8 @@ public:
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{
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{
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}
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}
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cIncrementalRedstoneSimulator(const cIncrementalRedstoneSimulator & a_Simulator) = delete;
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virtual void Simulate(float a_dt) override;
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virtual void Simulate(float a_dt) override;
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virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override {}
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virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override {}
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@ -158,7 +160,7 @@ public:
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}
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}
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cIncrementalRedstoneSimulatorChunkData * GetChunkData() { return &m_Data; }
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cIncrementalRedstoneSimulatorChunkData * GetChunkData() { return &m_Data; }
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static std::unique_ptr<cRedstoneHandler> CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data);
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static cRedstoneHandler * CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data);
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private:
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private:
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