Bulk clearing of whitespace
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@@ -34,38 +34,38 @@ public:
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ContentsHeight = 3,
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ContentsWidth = 3,
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} ;
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// tolua_end
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BLOCKENTITY_PROTODEF(cDropSpenserEntity)
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cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
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virtual ~cDropSpenserEntity();
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// cBlockEntity overrides:
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virtual bool Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual bool UsedBy(cPlayer * a_Player) override;
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// tolua_begin
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/** Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize) */
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void AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction);
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/** Sets the dropspenser to dropspense an item in the next tick */
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void Activate(void);
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// tolua_end
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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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/** 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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/** Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...) */
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virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
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/** Helper function, drops one item from the specified slot (like a dropper) */
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void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
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} ; // tolua_export
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