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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@@ -11,7 +11,6 @@
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#pragma once
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#include "BlockEntityWithItems.h"
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#include "RedstonePoweredEntity.h"
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@@ -26,9 +25,6 @@ class cClientHandle;
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// tolua_begin
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class cDropSpenserEntity :
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public cBlockEntityWithItems
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// tolua_end
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, public cRedstonePoweredEntity
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// tolua_begin
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{
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typedef cBlockEntityWithItems super;
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@@ -60,13 +56,9 @@ public:
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void Activate(void);
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// tolua_end
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/** Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate */
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virtual void SetRedstonePower(bool a_IsPowered) override;
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protected:
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bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
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bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power.
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/** Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects */
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void DropSpense(cChunk & a_Chunk);
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