Redstone simulator now directly accesses cChunk
* Redstone simulator performance improvements * Added return values to some functions * Minor fixes
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@@ -749,7 +749,7 @@ void cChunk::ProcessQueuedSetBlocks(void)
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{
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if (itr->m_Tick <= CurrTick)
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{
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if (itr->m_PreviousType != E_BLOCK_AIR) // PreviousType defaults to -1 if not specified
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if (itr->m_PreviousType != E_BLOCK_AIR) // PreviousType defaults to 0 if not specified
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{
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if (GetBlock(itr->m_RelX, itr->m_RelY, itr->m_RelZ) == itr->m_PreviousType)
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{
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@@ -1638,6 +1638,24 @@ void cChunk::FastSetBlock(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockT
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void cChunk::SetMeta(int a_BlockIdx, NIBBLETYPE a_Meta)
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{
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if (GetNibble(m_BlockMeta, a_BlockIdx) == a_Meta)
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{
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return;
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}
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MarkDirty();
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SetNibble(m_BlockMeta, a_BlockIdx, a_Meta);
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Vector3i Coords(IndexToCoordinate(a_BlockIdx));
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m_PendingSendBlocks.push_back(sSetBlock(m_PosX, m_PosZ, Coords.x, Coords.y, Coords.z, GetBlock(a_BlockIdx), a_Meta));
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}
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void cChunk::SendBlockTo(int a_RelX, int a_RelY, int a_RelZ, cClientHandle * a_Client)
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{
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// The coords must be valid, because the upper level already does chunk lookup. No need to check them again.
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