diff options
Diffstat (limited to '')
-rw-r--r-- | src/Blocks/BlockButton.h | 27 |
1 files changed, 24 insertions, 3 deletions
diff --git a/src/Blocks/BlockButton.h b/src/Blocks/BlockButton.h index f4994f193..9d8bf3da1 100644 --- a/src/Blocks/BlockButton.h +++ b/src/Blocks/BlockButton.h @@ -48,7 +48,7 @@ public: const auto SoundToPlay = (m_BlockType == E_BLOCK_STONE_BUTTON) ? "block.stone_button.click_on" : "block.wood_button.click_on"; a_ChunkInterface.SetBlockMeta(a_BlockPos, Meta, false); - a_WorldInterface.WakeUpSimulators(a_BlockPos); + WakeUpSimulators(a_WorldInterface, a_BlockPos); a_WorldInterface.GetBroadcastManager().BroadcastSoundEffect(SoundToPlay, a_BlockPos, 0.5f, 0.6f, a_Player.GetClientHandle()); // Queue a button reset (unpress) @@ -186,7 +186,7 @@ public: } a_World.SetBlockMeta(Pos, Meta | 0x08, false); - a_World.WakeUpSimulators(Pos); + WakeUpSimulators(a_World, Pos); // sound name is ok to be wood, because only wood gets triggered by arrow a_World.GetBroadcastManager().BroadcastSoundEffect("block.wood_button.click_on", Pos, 0.5f, 0.6f); @@ -195,6 +195,27 @@ public: QueueButtonRelease(a_World, Pos, Type); } + /** Notify, mainly the redstone simulator, that this toggle component has updated. */ + template <class WorldType> + static void WakeUpSimulators(WorldType & a_World, const Vector3i a_Position) + { + // Contains our direct adjacents + static const Vector3i Offsets[] = + { + { 1, 0, 0 }, + { -1, 0, 0 }, + { 0, 1, 0 }, + { 0, -1, 0 }, + { 0, 0, 1 }, + { 0, 0, -1 } + }; + + for (const auto & Offset : Offsets) + { + a_World.WakeUpSimulators(a_Position + Offset); + } + } + private: /** Schedules a recurring event at appropriate intervals to release a button at a given position. @@ -229,7 +250,7 @@ private: const auto SoundToPlayOnRelease = (Type == E_BLOCK_STONE_BUTTON) ? "block.stone_button.click_off" : "block.wood_button.click_off"; a_World.SetBlockMeta(a_Position, Meta & 0x07, false); - a_World.WakeUpSimulators(a_Position); + WakeUpSimulators(a_World, a_Position); a_World.BroadcastSoundEffect(SoundToPlayOnRelease, a_Position, 0.5f, 0.5f); } ); |