Reduced unnecessary block updates
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@@ -401,7 +401,6 @@ public:
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bool hasChanged = m_ChunkData.SetMeta(a_RelX, a_RelY, a_RelZ, a_Meta);
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if (hasChanged)
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{
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m_IsRedstoneDirty = true;
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if (a_ShouldMarkDirty)
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{
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MarkDirty();
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@@ -462,8 +461,6 @@ public:
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cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return m_RedstoneSimulatorData; }
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void SetRedstoneSimulatorData(cRedstoneSimulatorChunkData * a_Data) { m_RedstoneSimulatorData = a_Data; }
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bool IsRedstoneDirty(void) const { return m_IsRedstoneDirty; }
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void SetIsRedstoneDirty(bool a_Flag) { m_IsRedstoneDirty = a_Flag; }
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cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ);
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cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); }
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@@ -551,10 +548,6 @@ private:
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cRedstoneSimulatorChunkData * m_RedstoneSimulatorData;
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/** Indicates if simulate-once blocks should be updated by the redstone simulator */
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bool m_IsRedstoneDirty;
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/** If greater than zero, the chunk is ticked even if it has no clients.
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Manipulated by the SetAlwaysTicked() function, allows for nested calls of the function.
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This is the support for plugin-accessible chunk tick forcing. */
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