CheckBasicStyle: multi-level indent change.
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@@ -847,7 +847,7 @@ void cIncrementalRedstoneSimulator::HandleDropSpenser(int a_RelBlockX, int a_Rel
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bool m_IsPowered;
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public:
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cSetPowerToDropSpenser(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
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virtual bool Item(cDropSpenserEntity * a_DropSpenser) override
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{
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a_DropSpenser->SetRedstonePower(m_IsPowered);
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@@ -948,7 +948,7 @@ void cIncrementalRedstoneSimulator::HandleCommandBlock(int a_RelBlockX, int a_Re
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bool m_IsPowered;
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public:
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cSetPowerToCommandBlock(bool a_IsPowered) : m_IsPowered(a_IsPowered) {}
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virtual bool Item(cCommandBlockEntity * a_CommandBlock) override
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{
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a_CommandBlock->SetRedstonePower(m_IsPowered);
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@@ -1844,7 +1844,7 @@ void cIncrementalRedstoneSimulator::SetDirectionLinkedPowered(int a_RelBlockX, i
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{
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return;
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}
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SetBlockLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 2, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
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SetBlockLinkedPowered(a_RelBlockX + 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
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SetBlockLinkedPowered(a_RelBlockX - 1, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, a_RelBlockX, a_RelBlockY, a_RelBlockZ, MiddleBlock, a_PowerLevel);
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