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Removed unsupported C++11 features.

This commit is contained in:
madmaxoft 2014-04-18 09:36:11 +02:00
parent b7e074b10b
commit 193dcca1e3

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@ -1428,15 +1428,21 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in
{ {
a_PowerLevel = 0; a_PowerLevel = 0;
for (auto itr = m_PoweredBlocks->cbegin(); itr != m_PoweredBlocks->cend(); ++itr) // Check powered list for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
{ {
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
continue;
}
a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel); a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
} }
for (auto itr = m_LinkedPoweredBlocks->cbegin(); itr != m_LinkedPoweredBlocks->cend(); ++itr) // Check linked powered list for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
{ {
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; } if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
continue;
}
a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel); a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
} }
@ -1592,13 +1598,13 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
return; return;
} }
auto Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList(); PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
for (auto itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
{ {
if ( if (
itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
) )
{ {
// Check for duplicates, update power level if everything else the same but either way, don't add a new listing // Check for duplicates, update power level if everything else the same but either way, don't add a new listing
if (itr->a_PowerLevel != a_PowerLevel) if (itr->a_PowerLevel != a_PowerLevel)
@ -1609,13 +1615,13 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
} }
} }
auto OtherPowered = m_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ)->GetRedstoneSimulatorPoweredBlocksList(); PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ)->GetRedstoneSimulatorPoweredBlocksList();
for (auto itr = OtherPowered->cbegin(); itr != OtherPowered->cend(); ++itr) // Check powered list for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list
{ {
if ( if (
itr->a_BlockPos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) && itr->a_BlockPos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) &&
itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))
) )
{ {
// Powered wires try to power their source - don't let them! // Powered wires try to power their source - don't let them!
return; return;
@ -1651,14 +1657,14 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
return; return;
} }
auto Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList(); LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
for (auto itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
{ {
if ( if (
itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) && itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) && itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) &&
itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
) )
{ {
// Check for duplicates, update power level if everything else the same but either way, don't add a new listing // Check for duplicates, update power level if everything else the same but either way, don't add a new listing
if (itr->a_PowerLevel != a_PowerLevel) if (itr->a_PowerLevel != a_PowerLevel)