Removed unsupported C++11 features.
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@ -1428,15 +1428,21 @@ bool cIncrementalRedstoneSimulator::IsWirePowered(int a_BlockX, int a_BlockY, in
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{
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{
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a_PowerLevel = 0;
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a_PowerLevel = 0;
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for (auto itr = m_PoweredBlocks->cbegin(); itr != m_PoweredBlocks->cend(); ++itr) // Check powered list
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for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) // Check powered list
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{
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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continue;
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}
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a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
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a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
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}
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}
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for (auto itr = m_LinkedPoweredBlocks->cbegin(); itr != m_LinkedPoweredBlocks->cend(); ++itr) // Check linked powered list
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for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) // Check linked powered list
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{
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
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continue;
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}
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a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
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a_PowerLevel = std::max(a_PowerLevel, itr->a_PowerLevel);
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}
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}
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@ -1592,13 +1598,13 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
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return;
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return;
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}
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}
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auto Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
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PoweredBlocksList * Powered = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorPoweredBlocksList();
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for (auto itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
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for (PoweredBlocksList::iterator itr = Powered->begin(); itr != Powered->end(); ++itr) // Check powered list
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{
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{
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if (
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if (
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itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
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itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
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itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
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itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
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)
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)
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{
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{
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// Check for duplicates, update power level if everything else the same but either way, don't add a new listing
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// Check for duplicates, update power level if everything else the same but either way, don't add a new listing
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if (itr->a_PowerLevel != a_PowerLevel)
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if (itr->a_PowerLevel != a_PowerLevel)
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@ -1609,13 +1615,13 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_BlockX, int a_BlockY,
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}
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}
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}
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}
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auto OtherPowered = m_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ)->GetRedstoneSimulatorPoweredBlocksList();
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PoweredBlocksList * OtherPowered = m_Chunk->GetNeighborChunk(a_SourceX, a_SourceZ)->GetRedstoneSimulatorPoweredBlocksList();
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for (auto itr = OtherPowered->cbegin(); itr != OtherPowered->cend(); ++itr) // Check powered list
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for (PoweredBlocksList::const_iterator itr = OtherPowered->begin(); itr != OtherPowered->end(); ++itr) // Check powered list
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{
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{
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if (
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if (
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itr->a_BlockPos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) &&
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itr->a_BlockPos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)) &&
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itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))
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itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))
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)
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)
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{
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{
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// Powered wires try to power their source - don't let them!
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// Powered wires try to power their source - don't let them!
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return;
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return;
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@ -1651,14 +1657,14 @@ void cIncrementalRedstoneSimulator::SetBlockLinkedPowered(
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return;
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return;
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}
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}
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auto Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
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LinkedBlocksList * Linked = m_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ)->GetRedstoneSimulatorLinkedBlocksList();
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for (auto itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
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for (LinkedBlocksList::iterator itr = Linked->begin(); itr != Linked->end(); ++itr) // Check linked powered list
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{
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{
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if (
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if (
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itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
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itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)) &&
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itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) &&
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itr->a_MiddlePos.Equals(Vector3i(a_MiddleX, a_MiddleY, a_MiddleZ)) &&
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itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
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itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ))
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)
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)
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{
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{
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// Check for duplicates, update power level if everything else the same but either way, don't add a new listing
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// Check for duplicates, update power level if everything else the same but either way, don't add a new listing
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if (itr->a_PowerLevel != a_PowerLevel)
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if (itr->a_PowerLevel != a_PowerLevel)
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