From 9987611792c773b92bfa29508e20d39bcc53e0c3 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Tue, 10 Dec 2013 21:24:02 +0000 Subject: [PATCH] Provides a possible fix for repeater timings Not completely reliable, but at least some types of clock work. --- src/Blocks/BlockHandler.cpp | 2 +- src/Simulator/RedstoneSimulator.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Blocks/BlockHandler.cpp b/src/Blocks/BlockHandler.cpp index fde6bd803..d377823f7 100644 --- a/src/Blocks/BlockHandler.cpp +++ b/src/Blocks/BlockHandler.cpp @@ -375,7 +375,7 @@ void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX MicroY = a_BlockY + 0.5; MicroZ = a_BlockZ + 0.5; - // Add random offset second (this causes pickups to spawn inside blocks most times, it's a little buggy) + // Add random offset second MicroX += r1.rand(1) - 0.5; MicroZ += r1.rand(1) - 0.5; diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp index 9328b9fcb..daf3aaead 100644 --- a/src/Simulator/RedstoneSimulator.cpp +++ b/src/Simulator/RedstoneSimulator.cpp @@ -630,7 +630,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int // Self not in list, add self to list sRepeatersDelayList RC; RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ); - RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1; + RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2); // Repeaters power off slower than they power on, so no +1. Why? No idea. RC.a_ElapsedTicks = 0; m_RepeatersDelayList.push_back(RC); return;