Fixed compile (alas, no more goto)
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bc8d926398
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b6e0234985
@ -1,4 +1,3 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "RedstoneSimulator.h"
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#include "RedstoneSimulator.h"
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@ -543,6 +542,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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{
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{
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if (!IsOn)
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if (!IsOn)
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{
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{
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bool ShouldCreate = true;
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// If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time
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// If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
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for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
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{
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{
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@ -551,7 +551,8 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
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if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
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{
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{
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m_RepeatersDelayList.erase(itr);
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m_RepeatersDelayList.erase(itr);
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goto powerrepeater; // Delay time reached, break straight out, and into the powering code
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ShouldCreate = false;
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break; // Delay time reached, break straight out, and into the powering code
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}
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}
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else
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else
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{
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{
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@ -561,15 +562,17 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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}
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}
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}
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}
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// Self not in list, add self to list
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if (ShouldCreate)
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sRepeatersDelayList RC;
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{
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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// Self not in list, add self to list
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RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
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sRepeatersDelayList RC;
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RC.a_ElapsedTicks = 0;
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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m_RepeatersDelayList.push_back(RC);
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RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
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return;
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RC.a_ElapsedTicks = 0;
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m_RepeatersDelayList.push_back(RC);
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return;
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}
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powerrepeater:
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation
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m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation
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}
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}
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switch (a_Meta & 0x3) // We only want the direction (bottom) bits
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switch (a_Meta & 0x3) // We only want the direction (bottom) bits
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