Remove the redstone solid block handler
- Remove cSolidBlockHandler * Functionality now integrated into simulator dispatcher * Fix door double open/close issues, arisen due to the top/bottom halves getting different power + Small migration to block states for redstone wire
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@@ -10,16 +10,14 @@
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class cCommandBlockHandler final : public cRedstoneHandler
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{
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public:
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virtual unsigned char GetPowerDeliveredToPosition(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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virtual unsigned char GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked) const override
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{
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UNUSED(a_Chunk);
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UNUSED(a_Meta);
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UNUSED(a_QueryPosition);
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UNUSED(a_QueryBlockType);
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UNUSED(IsLinked);
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return 0;
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}
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@@ -41,7 +39,7 @@ public:
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});
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}
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virtual void ForValidSourcePositions(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
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virtual void ForValidSourcePositions(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, SourceCallback Callback) const override
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{
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UNUSED(a_Chunk);
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UNUSED(a_BlockType);
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