Allocate redstone component handlers upfront
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@@ -158,10 +158,13 @@ public:
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}
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cIncrementalRedstoneSimulatorChunkData * GetChunkData() { return &m_Data; }
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static std::unique_ptr<cRedstoneHandler> CreateComponent(cWorld & a_World, BLOCKTYPE a_BlockType, cIncrementalRedstoneSimulatorChunkData * a_Data);
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static const cRedstoneHandler * GetComponentHandler(BLOCKTYPE a_BlockType);
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private:
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static std::unique_ptr<cRedstoneHandler> CreateComponent(BLOCKTYPE a_BlockType);
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// oh yea its crazy time
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cIncrementalRedstoneSimulatorChunkData m_Data;
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} ;
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