Fixed redstone issue
Fixed issue where glowstone blocks would block power transmission in some situations.
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@ -645,7 +645,8 @@ void cIncrementalRedstoneSimulator::FindAndPowerBorderingWires(std::vector<std::
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if (
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(Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) &&
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(!cBlockInfo::FullyOccupiesVoxel(a_EntryChunk->GetBlock(a_EntryRelBlockPosition.x, a_EntryRelBlockPosition.y + 1, a_EntryRelBlockPosition.z))) &&
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(!cBlockInfo::FullyOccupiesVoxel(a_EntryChunk->GetBlock(a_EntryRelBlockPosition.x, a_EntryRelBlockPosition.y + 1, a_EntryRelBlockPosition.z)) ||
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(a_EntryChunk->GetBlock(a_EntryRelBlockPosition.x, a_EntryRelBlockPosition.y + 1, a_EntryRelBlockPosition.z) == E_BLOCK_GLOWSTONE)) &&
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(MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour)))
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{
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PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower);
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@ -665,7 +666,8 @@ void cIncrementalRedstoneSimulator::FindAndPowerBorderingWires(std::vector<std::
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if (
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(Neighbour->GetBlock(AdjustedPos) == E_BLOCK_REDSTONE_WIRE) &&
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(!cBlockInfo::FullyOccupiesVoxel(Neighbour->GetBlock(AdjustedPos.x, AdjustedPos.y + 1, AdjustedPos.z))) &&
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(!cBlockInfo::FullyOccupiesVoxel(Neighbour->GetBlock(AdjustedPos.x, AdjustedPos.y + 1, AdjustedPos.z)) ||
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(Neighbour->GetBlock(AdjustedPos.x, AdjustedPos.y + 1, AdjustedPos.z) == E_BLOCK_GLOWSTONE)) &&
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(MyPower > 1) && (MyPower > IsWirePowered(AdjustedPos, Neighbour)))
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{
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PowerBorderingWires(a_PotentialWireList, a_EntryRelBlockPosition, a_EntryChunk, AdjustedPos, Neighbour, MyPower);
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