- Add a activation flag to droppers and dispensers. Previously droppers and dispensers shot items with every block update.
- Fixes a range check inside cIncrementalRedstoneSimulator::Simulate
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@@ -2990,6 +2990,14 @@ end
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DIG_STATUS_DROP_STACK = { Notes = "The player has dropped a full stack of items using the Drop Item key (default: Q) while holding down a specific modifier key (in windows, control)" },
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DIG_STATUS_SHOOT_EAT = { Notes = "The player has finished shooting a bow or finished eating" },
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DIG_STATUS_SWAP_ITEM_IN_HAND = { Notes = "The player has swapped their held item with the item in their offhand slot (1.9)" },
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E_META_DROPSPENSER_FACING_YM = { Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the negative Y direction." },
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E_META_DROPSPENSER_FACING_YP = { Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive Y direction." },
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E_META_DROPSPENSER_FACING_ZM = { Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the negative Z direction." },
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E_META_DROPSPENSER_FACING_ZP = { Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive Z direction." },
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E_META_DROPSPENSER_FACING_XM = { Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the negative X direction." },
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E_META_DROPSPENSER_FACING_XP = { Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is looking in the positive X direction." },
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E_META_DROPSPENSER_FACING_MASK = { Notes = "A mask that indicates the bits of the metadata that specify the facing of droppers and dispensers." },
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E_META_DROPSPENSER_ACTIVATED = { Notes = "A flag in the metadata of droppers and dispensers that indicates that the dropper or dispenser is currently activated. If this flag is set, the block must be unpowered first and powered again to shoot the next item." },
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esBed = { Notes = "A bed explosion. The SourceData param is the {{Vector3i|position}} of the bed." },
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esEnderCrystal = { Notes = "An ender crystal entity explosion. The SourceData param is the {{cEntity|ender crystal entity}} object." },
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esGhastFireball = { Notes = "A ghast fireball explosion. The SourceData param is the {{cGhastFireballEntity|ghast fireball entity}} object." },
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