Replace PowerData struct with PowerLevel
* We no longer need to track the powering block with the removal of SolidBlockHandler. PowerLevel is now just an unsigned char
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@@ -9,7 +9,7 @@
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namespace NoteBlockHandler
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{
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inline unsigned char GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
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inline PowerLevel GetPowerDeliveredToPosition(const cChunk & a_Chunk, Vector3i a_Position, BLOCKTYPE a_BlockType, Vector3i a_QueryPosition, BLOCKTYPE a_QueryBlockType, bool IsLinked)
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{
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UNUSED(a_Chunk);
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UNUSED(a_Position);
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@@ -20,12 +20,12 @@ namespace NoteBlockHandler
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return 0;
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}
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inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, PoweringData a_PoweringData)
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inline void Update(cChunk & a_Chunk, cChunk &, Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta, const PowerLevel Power)
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{
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// LOGD("Evaluating sparky the magical note block (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, a_PoweringData.PowerLevel);
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// LOGD("Evaluating sparky the magical note block (%d %d %d) %i", a_Position.x, a_Position.y, a_Position.z, Power);
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auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, a_PoweringData);
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if ((Previous.PowerLevel != 0) || (a_PoweringData.PowerLevel == 0))
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const auto Previous = DataForChunk(a_Chunk).ExchangeUpdateOncePowerData(a_Position, Power);
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if ((Previous != 0) || (Power == 0))
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{
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// If we're already powered or received an update of no power, don't make a sound
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return;
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