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Redstone data is now loaded on chunk load

This commit is contained in:
Tiger Wang 2013-12-12 23:49:10 +00:00
parent 91587f63c4
commit 6b6905fe1c
2 changed files with 7 additions and 0 deletions

View File

@ -1335,6 +1335,7 @@ void cChunk::WakeUpSimulators(void)
{
cSimulator * WaterSimulator = m_World->GetWaterSimulator();
cSimulator * LavaSimulator = m_World->GetLavaSimulator();
cSimulator * RedstoneSimulator = m_World->GetRedstoneSimulator();
int BaseX = m_PosX * cChunkDef::Width;
int BaseZ = m_PosZ * cChunkDef::Width;
for (int x = 0; x < Width; x++)
@ -1357,6 +1358,11 @@ void cChunk::WakeUpSimulators(void)
LavaSimulator->AddBlock(BlockX, y, BlockZ, this);
break;
}
default:
{
RedstoneSimulator->AddBlock(BlockX, y, BlockZ, this); // Redstone simulator checks if valid redstone block already
break;
}
} // switch (BlockType)
} // for y
} // for z

View File

@ -392,6 +392,7 @@ public:
inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
/// Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true
bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp