Bulk clearing of whitespace
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@@ -32,19 +32,19 @@ public:
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virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
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virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
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virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
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/** Returns true if a falling-able block can start falling through the specified block type */
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static bool CanStartFallingThrough(BLOCKTYPE a_BlockType);
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/** Returns true if an already-falling block can pass through the specified block type (e. g. torch) */
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static bool CanContinueFallThrough(BLOCKTYPE a_BlockType);
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/** Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass) */
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static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
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/** Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs) */
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static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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/** Called when a block finishes falling at the specified coords, either by insta-fall,
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or through cFallingBlock entity.
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It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup,
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@@ -56,11 +56,11 @@ public:
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protected:
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bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead
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int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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/** Performs the instant fall of the block - removes it from top, Finishes it at the bottom */
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void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
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};
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