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Slight redstone wire performance improvement

This commit is contained in:
Tiger Wang 2013-12-09 23:48:06 +00:00
parent aecdfebf36
commit ebad87d870

View File

@ -420,6 +420,7 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
}
else
{
NIBBLETYPE MetaToSet = 0;
NIBBLETYPE MyMeta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
int TimesMetaSmaller = 0, TimesFoundAWire = 0;
@ -439,7 +440,7 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
// >= to fix a bug where wires bordering each other with the same power level will appear (in terms of meta) to power each other, when they aren't actually in the powered list
if (SurroundMeta >= MyMeta)
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, SurroundMeta - 1);
MetaToSet = SurroundMeta - 1; // To improve performance
}
}
@ -459,6 +460,10 @@ void cRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_Bl
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, 0);
return; // No need to process block power sets because self not powered
}
else
{
m_World.SetBlockMeta(a_BlockX, a_BlockY, a_BlockZ, MetaToSet);
}
SetBlockPowered(a_BlockX, a_BlockY - 1, a_BlockZ, a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_WIRE); // Power block beneath
}