2015-06-26 18:24:51 -04:00
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#pragma once
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2020-08-19 16:14:40 -04:00
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namespace SmallGateHandler
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2015-06-26 18:24:51 -04:00
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{
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2020-08-20 15:04:28 -04:00
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inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
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2015-06-26 18:24:51 -04:00
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{
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2020-07-26 09:15:00 -04:00
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UNUSED(a_Chunk);
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2015-06-26 18:24:51 -04:00
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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2020-08-08 13:22:16 -04:00
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UNUSED(IsLinked);
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2015-06-26 18:24:51 -04:00
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return 0;
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}
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2020-08-20 15:04:28 -04:00
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inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
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2015-06-26 18:24:51 -04:00
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{
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2015-12-24 10:57:45 -05:00
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// LOGD("Evaluating gateydory the fence gate/trapdoor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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2020-07-26 09:15:00 -04:00
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2020-08-25 14:08:13 -04:00
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// Use redstone data rather than block state so players can override redstone control
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const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power);
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const bool IsOpen = (Previous != 0);
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2020-08-20 15:04:28 -04:00
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const bool ShouldBeOpen = Power != 0;
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2020-07-26 09:15:00 -04:00
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if (ShouldBeOpen != IsOpen)
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2015-06-26 18:24:51 -04:00
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{
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2020-07-26 09:15:00 -04:00
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a_Chunk.SetMeta(a_Position, ShouldBeOpen ? (a_Meta | 0x4) : (a_Meta & ~0x04));
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2015-06-26 18:24:51 -04:00
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}
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}
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2020-08-19 16:14:40 -04:00
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inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback)
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2015-06-26 18:24:51 -04:00
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{
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2020-07-26 09:15:00 -04:00
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UNUSED(a_Chunk);
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2015-06-26 18:24:51 -04:00
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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2020-07-26 09:15:00 -04:00
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InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
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2015-06-26 18:24:51 -04:00
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}
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};
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