Slight cleanup
It is more efficient and readable if we do nothing unless we're not locked.
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@ -684,22 +684,26 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block
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void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
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{
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// Create a variable holding my meta to avoid multiple lookups.
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NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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// Do the same for being on, self powered or locked.
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bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
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bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
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bool IsLocked = IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
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if (IsSelfPowered && !IsOn && !IsLocked) // Queue a power change if powered, but not on and not locked.
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{
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
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if (IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
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{
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// Create a variable holding being on or self powered to avoid multiple lookups.
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bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
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bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
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if (IsSelfPowered && !IsOn && !IsLocked) // Queue a power change if powered, but not on and not locked.
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{
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
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}
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else if (!IsSelfPowered && IsOn && !IsLocked) // Queue a power change if unpowered, on, and not locked.
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{
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
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}
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}
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else if (!IsSelfPowered && IsOn && !IsLocked) // Queue a power change if unpowered, on, and not locked.
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{
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
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}
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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