mappings back to normal
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@@ -241,7 +241,7 @@ public class OptimizedExplosion
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{
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if (block.shouldDropItemsOnExplosion(e) && world instanceof ServerWorld)
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{
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BlockEntity blockEntity = block.method_26161() ? world.getBlockEntity(blockpos) : null; //hasBLockENtity
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BlockEntity blockEntity = block.hasBlockEntity() ? world.getBlockEntity(blockpos) : null;
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LootContext.Builder lootBuilder = new LootContext.Builder((ServerWorld) eAccess.getWorld())
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.setRandom(eAccess.getWorld().random)
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@@ -275,7 +275,7 @@ public class OptimizedExplosion
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BlockPos down = blockpos1.down(1);
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if (eAccess.getRandom().nextInt(3) == 0 &&
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chunk.getBlockState(blockpos1).getMaterial() == Material.AIR &&
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chunk.getBlockState(down).method_26216(world, down) //isFullOPaque
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chunk.getBlockState(down).isOpaqueFullCube(world, down)
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)
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{
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world.setBlockState(blockpos1, Blocks.FIRE.getDefaultState());
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@@ -865,7 +865,7 @@ public class RedstoneWireTurbo
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// position directly above the node being calculated is always
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// at index 1.
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UpdateNode center_up = upd.neighbor_nodes[1];
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boolean center_up_is_cube = center_up.currentState.method_26212(worldIn, center_up.self); //isSimpleFUllBLock
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boolean center_up_is_cube = center_up.currentState.isSolidBlock(worldIn, center_up.self); //isSimpleFUllBLock
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for (int m=0; m<4; m++) {
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// Get the neighbor array index of each of the four cardinal
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@@ -879,7 +879,7 @@ public class RedstoneWireTurbo
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// Also check the positions above and below the cardinal
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// neighbors
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boolean neighbor_is_cube = neighbor.currentState.method_26212(worldIn, neighbor.self); //isSimpleFUllBLock
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boolean neighbor_is_cube = neighbor.currentState.isSolidBlock(worldIn, neighbor.self); //isSimpleFUllBLock
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if (!neighbor_is_cube) {
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UpdateNode neighbor_down = upd.neighbor_nodes[rs_neighbors_dn[m]];
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l = getMaxCurrentStrength(neighbor_down, l);
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