Slight redstone wire performance improvement
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aecdfebf36
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@ -420,6 +420,7 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
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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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NIBBLETYPE MetaToSet = 0;
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NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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int TimesMetaSmaller = 0, TimesFoundAWire = 0;
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int TimesMetaSmaller = 0, TimesFoundAWire = 0;
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@ -439,7 +440,7 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
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// >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list
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// >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list
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if (SurroundMeta >= MyMeta)
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if (SurroundMeta >= MyMeta)
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{
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, SurroundMeta - 1);
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MetaToSet = SurroundMeta - 1; // To improve performance
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}
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}
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}
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}
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@ -459,6 +460,10 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
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return; // No need to process block power sets because self not powered
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return; // No need to process block power sets because self not powered
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}
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}
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else
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{
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m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet);
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}
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SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
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SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
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}
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}
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