Removed redstone duplicate power checking
There was no need for it, and it introduced some bugs.
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@ -1150,7 +1150,6 @@ void cRedstoneSimulator::SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_B
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void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
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void cRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock)
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{
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{
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
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if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
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sPoweredBlocks RC;
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sPoweredBlocks RC;
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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@ -1171,7 +1170,6 @@ void cRedstoneSimulator::SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a
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)
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)
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{
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{
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
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if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ) == E_BLOCK_AIR) { return; } // Don't set air, fixes some bugs (wires powering themselves)
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if (AreCoordsPowered(a_BlockX, a_BlockY, a_BlockZ)) { return; } // Check for duplicates
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if (!IsViableMiddleBlock(m_World.GetBlock(a_MiddleX, a_MiddleY, a_MiddleZ))) { return; } // See if middle block is viable
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if (!IsViableMiddleBlock(m_World.GetBlock(a_MiddleX, a_MiddleY, a_MiddleZ))) { return; } // See if middle block is viable
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sLinkedPoweredBlocks RC;
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sLinkedPoweredBlocks RC;
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