Reorganised the redstone simulator
-> Many thanks to @worktycho for the idea, and @Haxi52 for the implementation plan! * Uses classes and inheritance now * Speed should be improved
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@@ -20,7 +20,6 @@
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cCommandBlockEntity::cCommandBlockEntity(int a_X, int a_Y, int a_Z, cWorld * a_World) :
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super(E_BLOCK_COMMAND_BLOCK, a_X, a_Y, a_Z, a_World),
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m_ShouldExecute(false),
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m_IsPowered(false),
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m_Result(0)
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{}
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@@ -113,19 +112,6 @@ void cCommandBlockEntity::Activate(void)
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void cCommandBlockEntity::SetRedstonePower(bool a_IsPowered)
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{
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if (a_IsPowered && !m_IsPowered)
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{
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Activate();
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}
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m_IsPowered = a_IsPowered;
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}
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bool cCommandBlockEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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UNUSED(a_Dt);
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