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:
@@ -8,14 +8,11 @@
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class cRedstoneComparatorHandler:
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public cRedstoneHandler
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class cRedstoneComparatorHandler : public cRedstoneHandler
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{
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using Super = cRedstoneHandler;
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public:
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unsigned char GetFrontPowerLevel(cWorld & a_World, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, unsigned char a_HighestSidePowerLevel, unsigned char a_HighestRearPowerLevel) const
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static unsigned char GetFrontPowerLevel(NIBBLETYPE a_Meta, unsigned char a_HighestSidePowerLevel, unsigned char a_HighestRearPowerLevel)
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{
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if (cBlockComparatorHandler::IsInSubtractionMode(a_Meta))
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{
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@@ -29,107 +26,120 @@ public:
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}
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}
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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_QueryPosition);
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UNUSED(a_QueryBlockType);
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auto ChunkData = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
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return (
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(cBlockComparatorHandler::GetFrontCoordinate(a_Position, a_Meta & 0x3) == a_QueryPosition) ?
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ChunkData->GetCachedPowerData(a_Position).PowerLevel : 0
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DataForChunk(a_Chunk).GetCachedPowerData(a_Position).PowerLevel : 0
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);
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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 & a_Chunk, Vector3i Position, BLOCKTYPE BlockType, NIBBLETYPE Meta)
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{
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UNUSED(a_Position);
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UNUSED(a_BlockType);
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UInt8 SignalStrength = 0;
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auto RearCoordinate = cBlockComparatorHandler::GetRearCoordinate(a_Position, a_Meta & 0x3);
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a_World.DoWithBlockEntityAt(RearCoordinate.x, RearCoordinate.y, RearCoordinate.z, [&](cBlockEntity & a_BlockEntity)
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{
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// Skip BlockEntities that don't have slots
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auto BlockEntityWithItems = dynamic_cast<cBlockEntityWithItems *>(&a_BlockEntity);
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if (BlockEntityWithItems == nullptr)
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{
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return false;
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}
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auto RearCoordinate = cBlockComparatorHandler::GetRearCoordinate(Position, Meta & 0x3);
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auto & Contents = BlockEntityWithItems->GetContents();
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float Fullness = 0; // Is a floating-point type to allow later calculation to produce a non-truncated value
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for (int Slot = 0; Slot != Contents.GetNumSlots(); ++Slot)
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{
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Fullness += static_cast<float>(Contents.GetSlot(Slot).m_ItemCount) / Contents.GetSlot(Slot).GetMaxStackSize();
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}
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SignalStrength = (Fullness < 0.001 /* container empty? */) ? 0 : static_cast<UInt8>(1 + (Fullness / Contents.GetNumSlots()) * 14);
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return false;
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}
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);
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auto RearPower = SignalStrength;
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auto RearType = a_World.GetBlock(RearCoordinate);
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auto PotentialSourceHandler = cIncrementalRedstoneSimulator::GetComponentHandler(RearType);
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if (PotentialSourceHandler != nullptr)
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auto RearChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RearCoordinate);
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if ((RearChunk == nullptr) || !RearChunk->IsValid())
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{
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NIBBLETYPE RearMeta = a_World.GetBlockMeta(RearCoordinate);
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RearPower = std::max(SignalStrength, PotentialSourceHandler->GetPowerDeliveredToPosition(a_World, RearCoordinate, RearType, RearMeta, a_Position, a_BlockType));
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return SignalStrength;
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}
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return RearPower;
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RearChunk->DoWithBlockEntityAt(RearCoordinate, [&](cBlockEntity & a_BlockEntity)
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{
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// Skip BlockEntities that don't have slots
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auto BlockEntityWithItems = dynamic_cast<cBlockEntityWithItems *>(&a_BlockEntity);
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if (BlockEntityWithItems == nullptr)
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{
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return false;
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}
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// TODO: handle double chests
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auto & Contents = BlockEntityWithItems->GetContents();
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float Fullness = 0; // Is a floating-point type to allow later calculation to produce a non-truncated value
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for (int Slot = 0; Slot != Contents.GetNumSlots(); ++Slot)
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{
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Fullness += static_cast<float>(Contents.GetSlot(Slot).m_ItemCount) / Contents.GetSlot(Slot).GetMaxStackSize();
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}
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SignalStrength = (Fullness < 0.001 /* container empty? */) ? 0 : static_cast<UInt8>(1 + (Fullness / Contents.GetNumSlots()) * 14);
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return false;
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});
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BLOCKTYPE RearType;
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NIBBLETYPE RearMeta;
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RearChunk->GetBlockTypeMeta(RearCoordinate, RearType, RearMeta);
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auto PotentialSourceHandler = cIncrementalRedstoneSimulator::GetComponentHandler(RearType);
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if (PotentialSourceHandler == nullptr)
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{
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return SignalStrength;
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}
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return std::max(
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SignalStrength,
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PotentialSourceHandler->GetPowerDeliveredToPosition(
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*RearChunk, RearCoordinate, RearType, RearMeta,
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cIncrementalRedstoneSimulatorChunkData::RebaseRelativePosition(a_Chunk, *RearChunk, Position), BlockType
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)
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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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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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// Note that a_PoweringData here contains the maximum * side * power level, as specified by GetValidSourcePositions
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// LOGD("Evaluating ALU the comparator (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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auto Data = static_cast<cIncrementalRedstoneSimulator *>(a_World.GetRedstoneSimulator())->GetChunkData();
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auto DelayInfo = Data->GetMechanismDelayInfo(a_Position);
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auto & Data = DataForChunk(a_Chunk);
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auto DelayInfo = Data.GetMechanismDelayInfo(a_Position);
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// Delay is used here to prevent an infinite loop (#3168)
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if (DelayInfo == nullptr)
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{
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auto RearPower = GetPowerLevel(a_World, a_Position, a_BlockType, a_Meta);
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auto FrontPower = GetFrontPowerLevel(a_World, a_Position, a_BlockType, a_Meta, a_PoweringData.PowerLevel, RearPower);
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auto PreviousFrontPower = Data->ExchangeUpdateOncePowerData(a_Position, PoweringData(a_PoweringData.PoweringBlock, FrontPower));
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const auto RearPower = GetPowerLevel(a_Chunk, a_Position, a_BlockType, a_Meta);
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const auto FrontPower = GetFrontPowerLevel(a_Meta, a_PoweringData.PowerLevel, RearPower);
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const auto PreviousFrontPower = Data.GetCachedPowerData(a_Position);
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const bool ShouldUpdate = (FrontPower != PreviousFrontPower.PowerLevel); // "Business logic" (:P) - determined by side and rear power levels
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bool ShouldBeOn = (RearPower > 0); // Provide visual indication by examining * rear * power level
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bool ShouldUpdate = (FrontPower != PreviousFrontPower.PowerLevel); // "Business logic" (:P) - determine by examining *side* power levels
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if (ShouldUpdate || (ShouldBeOn != cBlockComparatorHandler::IsOn(a_Meta)))
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if (ShouldUpdate)
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{
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Data->m_MechanismDelays[a_Position] = std::make_pair(1, ShouldBeOn);
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Data.m_MechanismDelays[a_Position] = std::make_pair(1, bool());
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}
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}
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else
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{
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int DelayTicks;
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bool ShouldPowerOn;
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std::tie(DelayTicks, ShouldPowerOn) = *DelayInfo;
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std::tie(DelayTicks, std::ignore) = *DelayInfo;
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if (DelayTicks == 0)
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{
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a_World.SetBlockMeta(a_Position, ShouldPowerOn ? (a_Meta | 0x8) : (a_Meta & 0x7));
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Data->m_MechanismDelays.erase(a_Position);
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const auto RearPower = GetPowerLevel(a_Chunk, a_Position, a_BlockType, a_Meta);
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const auto FrontPower = GetFrontPowerLevel(a_Meta, a_PoweringData.PowerLevel, RearPower);
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const auto NewMeta = (FrontPower > 0) ? (a_Meta | 0x8) : (a_Meta & 0x7);
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// Assume that an update (to front power) is needed.
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// Note: potential inconsistencies will arise as power data is updated before-delay due to limitations of the power data caching functionality (only stores one bool)
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// This means that other mechanisms like wires may get our new power data before our delay has finished
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// This also means that we have to manually update ourselves to be aware of any changes that happened in the previous redstone tick
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return StaticAppend(GetAdjustedRelatives(a_Position, GetRelativeLaterals()), cVector3iArray{ a_Position });
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// Don't care about the previous power level so return value ignored
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Data.ExchangeUpdateOncePowerData(a_Position, PoweringData(a_PoweringData.PoweringBlock, FrontPower));
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a_Chunk.SetMeta(a_Position, NewMeta);
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Data.m_MechanismDelays.erase(a_Position);
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// Assume that an update (to front power) is needed:
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UpdateAdjustedRelatives(a_Chunk, CurrentlyTicking, cBlockComparatorHandler::GetFrontCoordinate(a_Position, a_Meta & 0x3));
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}
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}
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return {};
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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_BlockType);
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return cVector3iArray {cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, false), cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, true)};
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Callback(cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, false));
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Callback(cBlockComparatorHandler::GetSideCoordinate(a_Position, a_Meta & 0x3, true));
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}
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};
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