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-rw-r--r--src/Simulator/RedstoneSimulator.cpp25
1 files changed, 14 insertions, 11 deletions
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp
index 2325ce6b6..93ad5890b 100644
--- a/src/Simulator/RedstoneSimulator.cpp
+++ b/src/Simulator/RedstoneSimulator.cpp
@@ -1,4 +1,3 @@
-
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "RedstoneSimulator.h"
@@ -543,6 +542,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
{
if (!IsOn)
{
+ bool ShouldCreate = true;
// If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++)
{
@@ -551,7 +551,8 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens
{
m_RepeatersDelayList.erase(itr);
- goto powerrepeater; // Delay time reached, break straight out, and into the powering code
+ ShouldCreate = false;
+ break; // Delay time reached, break straight out, and into the powering code
}
else
{
@@ -561,15 +562,17 @@ 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; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
- RC.a_ElapsedTicks = 0;
- m_RepeatersDelayList.push_back(RC);
- return;
-
-powerrepeater:
+ if (ShouldCreate)
+ {
+ // 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; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
+ RC.a_ElapsedTicks = 0;
+ m_RepeatersDelayList.push_back(RC);
+ return;
+ }
+
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
}
switch (a_Meta & 0x3) // We only want the direction (bottom) bits