Okay, changed to xoft's partial fix
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77468f87b7
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@ -1,4 +1,3 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Piston.h"
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#include "Piston.h"
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@ -12,13 +11,6 @@
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#include "Server.h"
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#include "Server.h"
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#include "Blocks/BlockHandler.h"
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#include "Blocks/BlockHandler.h"
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/*
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#ifdef _WIN32
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#include <windows.h>
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#else
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#include <unistd.h>
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#endif
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*/
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@ -133,16 +125,11 @@ void cPiston::ExtendPiston( int pistx, int pisty, int pistz )
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AddDir(extx, exty, extz, pistonMeta & 7, 1)
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AddDir(extx, exty, extz, pistonMeta & 7, 1)
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/*
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// TODO: This code needs replacing
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#ifdef _WIN32
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// Sleeping here will play the piston animation on the client; however, it will block the entire server
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// Sleeping here will play the piston animation on the client; however, it will block the entire server
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// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
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// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
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// This needs to be handled using delayed scheduled tasks instead
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// This needs to be handled using delayed scheduled tasks instead
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Sleep(100);
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cSleep::MilliSleep(100);
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#else
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usleep(static_cast<useconds_t>(100)*1000);
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#endif
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*/
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m_World->SetBlock(extx, exty, extz, E_BLOCK_PISTON_EXTENSION, isSticky + pistonMeta & 7);
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m_World->SetBlock(extx, exty, extz, E_BLOCK_PISTON_EXTENSION, isSticky + pistonMeta & 7);
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}
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}
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@ -188,33 +175,23 @@ void cPiston::RetractPiston( int pistx, int pisty, int pistz )
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// These cannot be moved by the sticky piston, bail out
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// These cannot be moved by the sticky piston, bail out
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return;
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return;
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}
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}
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/*
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#ifdef _WIN32
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// TODO: This code needs replacing
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// TODO: This code needs replacing
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// Sleeping here will play the piston animation on the client; however, it will block the entire server
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// Sleeping here will play the piston animation on the client; however, it will block the entire server
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// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
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// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
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// This needs to be handled using delayed scheduled tasks instead
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// This needs to be handled using delayed scheduled tasks instead
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Sleep(100);
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cSleep::MilliSleep(100);
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#else
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usleep(static_cast<useconds_t>(100)*1000);
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#endif
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*/
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m_World->SetBlock(pistx, pisty, pistz, tempblock, tempmeta);
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m_World->SetBlock(pistx, pisty, pistz, tempblock, tempmeta);
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m_World->SetBlock(tempx, tempy, tempz, E_BLOCK_AIR, 0);
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m_World->SetBlock(tempx, tempy, tempz, E_BLOCK_AIR, 0);
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}
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}
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else
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else
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{
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{
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/*
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// TODO: This code needs replacing
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#ifdef _WIN32
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// Sleeping here will play the piston animation on the client; however, it will block the entire server
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// Sleeping here will play the piston animation on the client; however, it will block the entire server
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// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
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// for the 100 ms, effectively dropping 2 game ticks per piston. This is very bad
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// This needs to be handled using delayed scheduled tasks instead
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// This needs to be handled using delayed scheduled tasks instead
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Sleep(100);
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cSleep::MilliSleep(100);
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#else
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usleep(static_cast<useconds_t>(100)*1000);
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#endif
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*/
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m_World->SetBlock(pistx, pisty, pistz, E_BLOCK_AIR, 0);
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m_World->SetBlock(pistx, pisty, pistz, E_BLOCK_AIR, 0);
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}
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}
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