Redstone: inline -> static
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@@ -9,7 +9,7 @@
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namespace TrappedChestHandler
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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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static 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_BlockType);
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UNUSED(a_QueryPosition);
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@@ -19,7 +19,7 @@ namespace TrappedChestHandler
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return DataForChunk(a_Chunk).GetCachedPowerData(a_Position);
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}
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inline unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position)
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static unsigned char GetPowerLevel(cChunk & a_Chunk, Vector3i a_Position)
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{
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int NumberOfPlayers = 0;
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VERIFY(
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@@ -34,7 +34,7 @@ namespace TrappedChestHandler
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return static_cast<unsigned char>(std::min(NumberOfPlayers, 15));
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}
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inline void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
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static void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
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{
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// LOGD("Evaluating tricky the trapped chest (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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@@ -47,7 +47,7 @@ namespace TrappedChestHandler
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}
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}
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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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static 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_Position);
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