#pragma once namespace SmallGateHandler { inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) { UNUSED(a_Chunk); UNUSED(a_Position); UNUSED(a_BlockType); UNUSED(a_QueryPosition); UNUSED(a_QueryBlockType); UNUSED(IsLinked); return 0; } inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power) { // LOGD("Evaluating gateydory the fence gate/trapdoor (%d %d %d)", a_Position.x, a_Position.y, a_Position.z); // Use redstone data rather than block state so players can override redstone control const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power); const bool IsOpen = (Previous != 0); const bool ShouldBeOpen = Power != 0; if (ShouldBeOpen != IsOpen) { a_Chunk.SetMeta(a_Position, ShouldBeOpen ? (a_Meta | 0x4) : (a_Meta & ~0x04)); } } inline void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, ForEachSourceCallback & Callback) { UNUSED(a_Chunk); UNUSED(a_BlockType); UNUSED(a_Meta); InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents); } };