Don't let redstone blocks power adjacent blocks. (#3214)
* Don't let redstone blocks power adjacent blocks. This fixes issue #2966
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@ -36,7 +36,7 @@ cRedstoneHandler * cIncrementalRedstoneSimulator::CreateComponent(cWorld & a_Wor
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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:
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case E_BLOCK_POWERED_RAIL:
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{
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{
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static cPoweredRailHandler ComponentHandler(a_World);
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static cPoweredRailHandler ComponentHandler(a_World);
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return &ComponentHandler;
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return &ComponentHandler;
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@ -23,8 +23,7 @@ public:
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UNUSED(a_BlockType);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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UNUSED(a_Meta);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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return cIncrementalRedstoneSimulator::IsMechanism(a_QueryBlockType) ? 15 : 0;
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return 15;
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}
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}
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virtual unsigned char GetPowerLevel(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
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virtual unsigned char GetPowerLevel(const Vector3i & a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) override
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