Use SimulateChunk in redstone simulator
+ Improved performance, reduces bottleneck in chunkmap lookup * Stop allocating and throwing away lots of small vectors in Update/GetValidSourcePositions return values - Remove unused GetPowerLevel virtual
This commit is contained in:
@@ -9,47 +9,42 @@
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class cPressurePlateHandler:
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public cRedstoneHandler
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class cPressurePlateHandler final : public cRedstoneHandler
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{
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using Super = cRedstoneHandler;
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public:
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virtual unsigned char GetPowerDeliveredToPosition(cWorld & a_World, 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(cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType) const override
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{
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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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return static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData()->GetCachedPowerData(a_Position).PowerLevel;
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return DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel;
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}
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virtual unsigned char GetPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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static unsigned char GetPowerLevel(cChunk & Chunk, const Vector3i Position, const BLOCKTYPE BlockType)
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{
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UNUSED(a_Meta);
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int NumberOfEntities = 0;
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unsigned NumberOfEntities = 0;
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bool FoundPlayer = false;
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a_World.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + a_Position, 0.5, 0.5), [&](cEntity & a_Entity)
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{
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if (a_Entity.IsPlayer())
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{
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FoundPlayer = true;
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}
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if (a_Entity.IsPickup())
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{
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NumberOfEntities += static_cast<cPickup &>(a_Entity).GetItem().m_ItemCount;
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return false;
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}
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NumberOfEntities++;
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Chunk.ForEachEntityInBox(cBoundingBox(Vector3d(0.5, 0, 0.5) + Position, 0.5, 0.5), [&](cEntity & Entity)
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{
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if (Entity.IsPlayer())
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{
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FoundPlayer = true;
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}
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if (Entity.IsPickup())
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{
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NumberOfEntities += static_cast<cPickup &>(Entity).GetItem().m_ItemCount;
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return false;
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}
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);
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NumberOfEntities++;
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return false;
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});
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switch (a_BlockType)
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switch (BlockType)
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{
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case E_BLOCK_STONE_PRESSURE_PLATE:
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{
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@@ -75,18 +70,22 @@ public:
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}
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}
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virtual cVector3iArray Update(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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static void UpdatePlate(cChunk & Chunk, cChunk & CurrentlyTicking, Vector3i Position)
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{
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UpdateAdjustedRelatives(Chunk, CurrentlyTicking, Position, RelativeLaterals);
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UpdateAdjustedRelatives(Chunk, CurrentlyTicking, Position + OffsetYM);
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}
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virtual void Update(cChunk & a_Chunk, cChunk & CurrentlyTicking, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData) const override
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{
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UNUSED(a_PoweringData.PowerLevel);
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// LOGD("Evaluating clicky the pressure plate (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
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auto & ChunkData = DataForChunk(a_Chunk);
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const auto PreviousPower = ChunkData->GetCachedPowerData(a_Position);
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auto Power = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta); // Get the current power of the platey
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const auto PlateUpdates = GetAdjustedRelatives(a_Position, StaticAppend(GetRelativeLaterals(), cVector3iArray{ OffsetYM() }));
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auto DelayInfo = ChunkData->GetMechanismDelayInfo(a_Position);
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const auto PreviousPower = ChunkData.GetCachedPowerData(a_Position);
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const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos());
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const auto Power = GetPowerLevel(a_Chunk, Absolute, a_BlockType); // Get the current power of the platey
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const auto DelayInfo = ChunkData.GetMechanismDelayInfo(a_Position);
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// Resting state?
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if (DelayInfo == nullptr)
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@@ -94,22 +93,21 @@ public:
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if (Power == 0)
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{
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// Nothing happened, back to rest
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return {};
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return;
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}
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// From rest, a player stepped on us
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// Schedule a minimum 0.5 second delay before even thinking about releasing
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ChunkData->m_MechanismDelays[a_Position] = std::make_pair(5, true);
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ChunkData.m_MechanismDelays[a_Position] = std::make_pair(5, true);
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auto soundToPlay = GetClickOnSound(a_BlockType);
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a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.6f);
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a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOnSound(a_BlockType), Absolute, 0.5f, 0.6f);
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// Update power
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ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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// Immediately depress plate
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a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
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return PlateUpdates;
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a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_DEPRESSED);
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return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
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}
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// Not a resting state
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@@ -124,7 +122,7 @@ public:
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// Nothing changes, if there is nothing on it anymore, because the state is locked.
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if (Power == 0)
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{
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return {};
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return;
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}
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// Yes. Are we waiting to release, and found that the player stepped on it again?
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@@ -138,11 +136,11 @@ public:
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if (Power != PreviousPower.PowerLevel)
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{
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// Yes. Update power
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ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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return PlateUpdates;
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ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
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}
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return {};
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return;
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}
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// Not waiting for anything. Has the initial delay elapsed?
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@@ -153,54 +151,51 @@ public:
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{
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// Yes. Go into subsequent release delay, for a further 0.5 seconds
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*DelayInfo = std::make_pair(5, false);
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return {};
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return;
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}
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// Did the power level change and is still above zero?
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if (Power != PreviousPower.PowerLevel)
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{
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// Yes. Update power
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ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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return PlateUpdates;
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ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
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}
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// Yes, but player's still on the plate, do nothing
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return {};
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return;
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}
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// Just got out of the subsequent release phase, reset everything and raise the plate
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ChunkData->m_MechanismDelays.erase(a_Position);
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ChunkData.m_MechanismDelays.erase(a_Position);
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auto soundToPlay = GetClickOffSound(a_BlockType);
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a_World.BroadcastSoundEffect(soundToPlay, a_Position, 0.5f, 0.5f);
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ChunkData->SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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a_Chunk.GetWorld()->BroadcastSoundEffect(GetClickOffSound(a_BlockType), Absolute, 0.5f, 0.5f);
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ChunkData.SetCachedPowerData(a_Position, PoweringData(a_BlockType, Power));
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a_World.SetBlockMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
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return PlateUpdates;
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a_Chunk.SetMeta(a_Position, E_META_PRESSURE_PLATE_RAISED);
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return UpdatePlate(a_Chunk, CurrentlyTicking, a_Position);
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}
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virtual cVector3iArray GetValidSourcePositions(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta) const override
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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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{
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UNUSED(a_World);
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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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return {};
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UNUSED(Callback);
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}
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private:
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static AString GetClickOnSound(BLOCKTYPE a_BlockType)
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static const char * GetClickOnSound(BLOCKTYPE a_BlockType)
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{
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// manage on-sound
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switch (a_BlockType)
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{
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case E_BLOCK_STONE_PRESSURE_PLATE:
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return "block.stone_pressureplate.click_on";
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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return "block.wood_pressureplate.click_on";
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case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_on";
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case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_on";
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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return "block.metal_pressureplate.click_on";
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_on";
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default:
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{
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ASSERT(!"No on sound for this one!");
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@@ -209,18 +204,15 @@ private:
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}
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}
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static AString GetClickOffSound(BLOCKTYPE a_BlockType)
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static const char * GetClickOffSound(BLOCKTYPE a_BlockType)
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{
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// manage off-sound
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switch (a_BlockType)
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{
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case E_BLOCK_STONE_PRESSURE_PLATE:
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return "block.stone_pressureplate.click_off";
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case E_BLOCK_WOODEN_PRESSURE_PLATE:
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return "block.wood_pressureplate.click_off";
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case E_BLOCK_STONE_PRESSURE_PLATE: return "block.stone_pressureplate.click_off";
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case E_BLOCK_WOODEN_PRESSURE_PLATE: return "block.wood_pressureplate.click_off";
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case E_BLOCK_HEAVY_WEIGHTED_PRESSURE_PLATE:
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE:
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return "block.metal_pressureplate.click_off";
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case E_BLOCK_LIGHT_WEIGHTED_PRESSURE_PLATE: return "block.metal_pressureplate.click_off";
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default:
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{
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ASSERT(!"No off sound for this one!");
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