commit
39251bccd3
@ -20,7 +20,7 @@ public:
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virtual bool CanBeAt(int a_RelX, int a_RelY, int a_RelZ, const cChunk & a_Chunk) override
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{
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return ((a_RelY > 0) && g_BlockIsSolid[a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)]);
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return ((a_RelY > 0) && g_BlockIsTorchPlaceable[a_Chunk.GetBlock(a_RelX, a_RelY - 1, a_RelZ)]);
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}
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@ -264,9 +264,6 @@ void cClientHandle::Authenticate(void)
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// Send experience
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m_Player->SendExperience();
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// Send gamemode (1.6.1 movementSpeed):
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SendGameMode(m_Player->GetGameMode());
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m_Player->Initialize(World);
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m_State = csAuthenticated;
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@ -489,6 +486,9 @@ void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_Hel
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void cClientHandle::HandlePlayerAbilities(bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed)
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{
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UNUSED(FlyingSpeed); // Ignore the client values for these
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UNUSED(WalkingSpeed);
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m_Player->SetCanFly(a_CanFly);
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m_Player->SetFlying(a_IsFlying);
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}
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@ -1065,7 +1065,29 @@ void cClientHandle::HandleAnimation(char a_Animation)
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// Plugin disagrees, bail out
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return;
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}
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// Because the animation ID sent to servers by clients are different to those sent back, we need this
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switch (a_Animation)
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{
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case 0: // No animation - wiki.vg doesn't say that client has something specific for it, so I suppose it will just become -1
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case 1:
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case 2:
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case 3:
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{
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a_Animation--; // Offset by -1
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break;
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}
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case 5:
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case 6:
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case 7:
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{
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a_Animation -= 2; // Offset by -2
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break;
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}
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default: // Anything else is the same
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break;
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}
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m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, a_Animation, this);
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}
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@ -1502,6 +1502,24 @@ bool cPlayer::LoadFromDisk()
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//SetExperience(root.get("experience", 0).asInt());
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m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt();
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if (m_GameMode == eGameMode_Creative)
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{
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m_CanFly = true;
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}
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else if (m_GameMode == eGameMode_NotSet)
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{
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cWorld * World = cRoot::Get()->GetWorld(GetLoadedWorldName());
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if (World == NULL)
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{
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World = cRoot::Get()->GetDefaultWorld();
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}
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if (World->GetGameMode() == eGameMode_Creative)
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{
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m_CanFly = true;
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}
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}
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m_Inventory.LoadFromJson(root["inventory"]);
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@ -27,6 +27,11 @@ public:
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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) override
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{
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if (!g_BlockIsTorchPlaceable[a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ)]) // Some solid blocks, such as cocoa beans, are not suitable for dust
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{
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return false;
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}
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a_BlockType = E_BLOCK_REDSTONE_WIRE;
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a_BlockMeta = 0;
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return true;
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@ -490,6 +490,7 @@ void cProtocol172::SendPlayerAbilities(void)
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if (m_Client->GetPlayer()->IsGameModeCreative())
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{
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Flags |= 0x01;
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Flags |= 0x08; // Godmode, used for creative
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}
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if (m_Client->GetPlayer()->IsFlying())
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{
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@ -499,7 +500,6 @@ void cProtocol172::SendPlayerAbilities(void)
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{
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Flags |= 0x04;
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}
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// TODO: Other flags (god mode)
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Pkt.WriteByte(Flags);
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// TODO: Pkt.WriteFloat(m_Client->GetPlayer()->GetMaxFlyingSpeed());
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Pkt.WriteFloat(0.05f);
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@ -1291,23 +1291,16 @@ void cProtocol172::HandlePacketPlayerAbilities(cByteBuffer & a_ByteBuffer)
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, FlyingSpeed);
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HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, WalkingSpeed);
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bool IsFlying, CanFly;
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bool IsFlying = false, CanFly = false;
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if ((Flags & 2) != 0)
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{
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IsFlying = true;
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}
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else
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{
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IsFlying = false;
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}
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if ((Flags & 4) != 0)
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{
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CanFly = true;
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}
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else
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{
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CanFly = false;
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}
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m_Client->HandlePlayerAbilities(CanFly, IsFlying, FlyingSpeed, WalkingSpeed);
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}
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@ -186,10 +186,34 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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}
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else
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{
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++itr;
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itr++;
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}
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}
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end();)
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{
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int RelX = itr->a_BlockPos.x - a_ChunkX * cChunkDef::Width;
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int RelZ = itr->a_BlockPos.z - a_ChunkZ * cChunkDef::Width;
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BLOCKTYPE SourceBlockType;
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if (!a_Chunk->UnboundedRelGetBlockType(RelX, itr->a_BlockPos.y, RelZ, SourceBlockType))
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{
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continue;
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}
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if ((SourceBlockType != E_BLOCK_REDSTONE_REPEATER_ON) && (SourceBlockType != E_BLOCK_REDSTONE_REPEATER_OFF))
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{
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itr = m_RepeatersDelayList.erase(itr);
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continue;
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}
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else if (itr->a_ElapsedTicks < itr->a_DelayTicks)
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{
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itr->a_ElapsedTicks++;
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}
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itr++;
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}
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for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(), end = ChunkData.end(); dataitr != end;)
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{
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BLOCKTYPE BlockType = a_Chunk->GetBlock(dataitr->x, dataitr->y, dataitr->z);
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@ -564,9 +588,8 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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{
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NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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// We do this so that the repeater can continually update block power status (without being affected by it's own block type, which would happen if the block powering code was in an IF statement)
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bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false);
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bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3);
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bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false); // Cache if repeater is on
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bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3); // Cache if repeater is pwoered
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if (IsSelfPowered && !IsOn) // Queue a power change if I am receiving power but not on
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{
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@ -618,21 +641,19 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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}
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}
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m_RepeatersDelayList.erase(itr);
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// Removal of the data entry will be handled in SimChunk - we still want to continue trying to power blocks, even if our delay time has reached
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// Otherwise, the power state of blocks in front won't update after we have powered on
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return;
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}
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else
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{
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, a_Meta);
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m_RepeatersDelayList.erase(itr);
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m_RepeatersDelayList.erase(itr); // We can remove off repeaters which don't need further updating
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return;
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}
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}
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else
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{
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itr->a_ElapsedTicks++;
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return;
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}
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// Tick incrementing handled in SimChunk
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}
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}
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@ -1271,6 +1292,15 @@ void cRedstoneSimulator::QueueRepeaterPowerChange(int a_BlockX, int a_BlockY, in
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{
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if (itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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if (ShouldPowerOn == itr->ShouldPowerOn) // We are queued already for the same thing, don't replace entry
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{
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return;
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}
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// Already in here (normal to allow repeater to continue on powering and updating blocks in front) - just update info and quit
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itr->a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
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itr->a_ElapsedTicks = 0;
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itr->ShouldPowerOn = ShouldPowerOn;
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return;
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}
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}
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Loading…
Reference in New Issue
Block a user