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Redstone fixes [SEE DESC]

Fixed pistons not correctly powering down
Fixed dispensers not correctly powering down
Fixed droppers not correctly power down
Fixed TNT not correctly powering up
Fixed redstone lamps not correctly powering up
Fixed redstone lamps not correctly powering down
This commit is contained in:
Tiger Wang 2013-08-25 11:45:47 +01:00
parent 11ca2f96a0
commit 3640f2c482

View File

@ -53,6 +53,10 @@ void cRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk
}
switch (BlockType)
{
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
case E_BLOCK_DISPENSER:
case E_BLOCK_DROPPER:
case E_BLOCK_REDSTONE_LAMP_OFF:
case E_BLOCK_REDSTONE_LAMP_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
@ -514,6 +518,20 @@ bool cRedstoneSimulator::PowerBlock(const Vector3i & a_BlockPos, const Vector3i
break;
}
case E_BLOCK_REDSTONE_LAMP_OFF:
{
m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_ON, 0);
break;
}
case E_BLOCK_TNT:
{
m_World.BroadcastSoundEffect("random.fuse", a_BlockPos.x * 8, a_BlockPos.y * 8, a_BlockPos.z * 8, 0.5f, 0.6f);
m_World.SpawnPrimedTNT(a_BlockPos.x + 0.5, a_BlockPos.y + 0.5, a_BlockPos.z + 0.5, 4); // 4 seconds to boom
m_World.SetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_AIR, 0);
break;
}
default:
{
if (
@ -614,6 +632,12 @@ int cRedstoneSimulator::UnPowerBlock(const Vector3i & a_BlockPos, const Vector3i
}
break;
}
case E_BLOCK_REDSTONE_LAMP_ON:
{
m_World.FastSetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z, E_BLOCK_REDSTONE_LAMP_OFF, 0);
break;
}
default:
{