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[1.20.1]How does i make the output be true when both input1 and input2 are true


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I have this code for a AND Gate block

public class BlockAndGate extends HorizontalDirectionalBlock {

	public static DirectionProperty FACING = BlockStateProperties.HORIZONTAL_FACING;
	public static BooleanProperty POWERED = BlockStateProperties.POWERED;
	public static BooleanProperty INPUT1 = BooleanProperty.create("input1");
	public static BooleanProperty INPUT2 = BooleanProperty.create("input2");

	public BlockAndGate() {
		super(createBlockProperties());
	}

	private static Properties createBlockProperties() {
		Properties props = Properties.of();
		props.isValidSpawn((state, getter, pos, entityType) -> {
			return false;
		});
		props.sound(SoundType.STONE);
		props.pushReaction(PushReaction.BLOCK);
		props.strength(0.0f, 2.0f);
		return props;
	}

	@Override
	public boolean propagatesSkylightDown(BlockState state, BlockGetter getter, BlockPos pos) {
		return false;
	}

	@Override
	protected void createBlockStateDefinition(Builder<Block, BlockState> builder) {
		builder.add(FACING);
		builder.add(POWERED);
		builder.add(INPUT1);
		builder.add(INPUT2);
	}

	@Override
	public BlockState getStateForPlacement(BlockPlaceContext context) {
		return defaultBlockState().setValue(FACING, context.getHorizontalDirection()).setValue(POWERED, false)
				.setValue(INPUT1, false).setValue(INPUT2, false);
	}

	@Override
	public boolean shouldCheckWeakPower(BlockState state, SignalGetter level, BlockPos pos, Direction side) {
		return !(side.equals(state.getValue(FACING).getOpposite()) || side.equals(state.getValue(FACING)));
	}

	@Override
	public boolean canConnectRedstone(BlockState state, BlockGetter level, BlockPos pos,
			@Nullable Direction direction) {
		return !direction.equals(state.getValue(FACING));
	}

	@Override
	public void neighborChanged(BlockState state, Level level, BlockPos blockPos, Block block, BlockPos updatePos,
			boolean moving) {
		if (!level.isClientSide()) {
			boolean sigI1, stI1, sigI2, stI2,outputSt;
			Direction i1Side = state.getValue(FACING).getCounterClockWise();
			Direction i2Side = state.getValue(FACING).getClockWise();
			boolean input1, input2,side1,side2,state1,state2, output;
			
			if ((updatePos.relative(i1Side).equals(blockPos) || updatePos.relative(i2Side).equals(blockPos))) {
				side1 = level.hasNeighborSignal(blockPos.relative(i1Side));
				side2 = level.hasNeighborSignal(blockPos.relative(i2Side));
				output = side1 && side2;
				level.setBlock(blockPos, state.setValue(INPUT1, side1).setValue(INPUT2, side2).setValue(POWERED, output), UPDATE_CLIENTS);
			}
		}
	}

	
	
	@Override
	public boolean isSignalSource(BlockState state) {
		return state.getValue(POWERED);
	}

	@Override
	public int getSignal(BlockState state, BlockGetter getter, BlockPos pos, Direction direction) {
		return (state.getValue(POWERED) && state.getValue(FACING).getOpposite().equals(direction)) ? 15 : 0;
	}

	@Override
	public int getDirectSignal(BlockState state, BlockGetter getter, BlockPos pos, Direction direction) {
		return (state.getValue(FACING).getOpposite().equals(direction)) ? this.getSignal(state, getter, pos, direction) : 0;
	}

	@Override
	public VoxelShape getShape(BlockState state, BlockGetter getter, BlockPos pos, CollisionContext context) {
		return Block.box(0, 0, 0, 16, 4, 16);
	}

}

And for some reason when the property input1 and input2 both become true. I can't turn off the powered state. And i can't see how can i make the block detect both weak and strong signal from the side inputs

Block Image below

G6S3rQK.png

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