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cuberite-2a/src/Simulator/IncrementalRedstoneSimulator/NoteBlockHandler.h
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#pragma once
#include "../../BlockEntities/NoteEntity.h"
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namespace NoteBlockHandler
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{
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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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{
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UNUSED(a_Chunk);
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UNUSED(a_Position);
UNUSED(a_BlockType);
UNUSED(a_QueryPosition);
UNUSED(a_QueryBlockType);
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UNUSED(IsLinked);
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return 0;
}
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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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{
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// LOGD("Evaluating sparky the magical note block (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, Power);
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const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power);
if ((Previous != 0) || (Power == 0))
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{
// If we're already powered or received an update of no power, don't make a sound
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return;
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}
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a_Chunk.DoWithNoteBlockAt(a_Position, [](cNoteEntity & a_NoteBlock)
{
a_NoteBlock.MakeSound();
return false;
});
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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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{
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
UNUSED(a_Meta);
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InvokeForAdjustedRelatives(Callback, a_Position, RelativeAdjacents);
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}
};