From 5b62c4c3145c08b093521e42c565922fa85de4ad Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Fri, 26 Jun 2015 17:24:51 -0500 Subject: Reorganised the redstone simulator -> Many thanks to @worktycho for the idea, and @Haxi52 for the implementation plan! * Uses classes and inheritance now * Speed should be improved --- src/BlockEntities/DropSpenserEntity.h | 8 -------- 1 file changed, 8 deletions(-) (limited to 'src/BlockEntities/DropSpenserEntity.h') diff --git a/src/BlockEntities/DropSpenserEntity.h b/src/BlockEntities/DropSpenserEntity.h index 9e73269fb..fa1f37454 100644 --- a/src/BlockEntities/DropSpenserEntity.h +++ b/src/BlockEntities/DropSpenserEntity.h @@ -11,7 +11,6 @@ #pragma once #include "BlockEntityWithItems.h" -#include "RedstonePoweredEntity.h" @@ -26,9 +25,6 @@ class cClientHandle; // tolua_begin class cDropSpenserEntity : public cBlockEntityWithItems - // tolua_end - , public cRedstonePoweredEntity - // tolua_begin { typedef cBlockEntityWithItems super; @@ -60,13 +56,9 @@ public: void Activate(void); // tolua_end - - /** Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate */ - virtual void SetRedstonePower(bool a_IsPowered) override; protected: bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick - bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power. /** Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects */ void DropSpense(cChunk & a_Chunk); -- cgit v1.2.3