Fixed some piston bugs
Due to our QueueSetBlocks, a fast extension then retraction would lead to invalid game states. This hopefully fixes it. Also reduced delay speed.
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@ -15,7 +15,7 @@
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/// Number of ticks that the piston extending / retracting waits before setting the block
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const int PISTON_TICK_DELAY = 6;
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const int PISTON_TICK_DELAY = 5;
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@ -24,7 +24,6 @@ const int PISTON_TICK_DELAY = 6;
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cPiston::cPiston(cWorld * a_World)
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: m_World(a_World)
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{
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}
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@ -133,18 +132,18 @@ void cPiston::RetractPiston(int pistx, int pisty, int pistz)
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return;
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}
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m_World->BroadcastBlockAction(pistx, pisty, pistz, 1, pistonMeta & ~(8), pistonBlock);
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m_World->BroadcastSoundEffect("tile.piston.in", pistx * 8, pisty * 8, pistz * 8, 0.5f, 0.7f);
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m_World->SetBlock(pistx, pisty, pistz, pistonBlock, pistonMeta & ~(8));
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// Check the extension:
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AddDir(pistx, pisty, pistz, pistonMeta, 1);
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if (m_World->GetBlock(pistx, pisty, pistz) != E_BLOCK_PISTON_EXTENSION)
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{
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LOGD("%s: Piston without an extension?", __FUNCTION__);
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LOGD("%s: Piston without an extension - still extending, or just in an invalid state?", __FUNCTION__);
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return;
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}
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m_World->BroadcastBlockAction(pistx, pisty, pistz, 1, pistonMeta & ~(8), pistonBlock);
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m_World->BroadcastSoundEffect("tile.piston.in", pistx * 8, pisty * 8, pistz * 8, 0.5f, 0.7f);
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m_World->SetBlock(pistx, pisty, pistz, pistonBlock, pistonMeta & ~(8));
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// Retract the extension, pull block if appropriate
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if (IsSticky(pistonBlock))
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{
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