Redstone clocks now work. even one clocks. torches don't update themselves when placed yet, but redstone wire updates the torch. Fixed a bug with piston animations.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@80 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -215,7 +215,7 @@ void cChunk::Tick(float a_Dt)
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std::map< unsigned int, int > ToTickBlocks = m_pState->m_ToTickBlocks;
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unsigned int NumTickBlocks = ToTickBlocks.size();
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if( NumTickBlocks > 0 ) LOG("To tick: %i", NumTickBlocks );
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//if( NumTickBlocks > 0 ) LOG("To tick: %i", NumTickBlocks );
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m_pState->m_ToTickBlocks.clear();
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bool isRedstone = false;
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for( std::map< unsigned int, int>::iterator itr = ToTickBlocks.begin(); itr != ToTickBlocks.end(); ++itr )
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@@ -345,9 +345,9 @@ void cChunk::Tick(float a_Dt)
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FastSetBlock( m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_GRASS, GetLight( m_BlockMeta, Index ) );
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}
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if ( (g_BlockOneHitDig[AboveBlock]) && GetLight( m_BlockSkyLight, Index+1 ) > 0xf/2 ) // Half lit //ch$
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{
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FastSetBlock( m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_GRASS, GetLight( m_BlockMeta, Index ) );
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}
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{
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FastSetBlock( m_BlockTickX, m_BlockTickY, m_BlockTickZ, E_BLOCK_GRASS, GetLight( m_BlockMeta, Index ) );
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}
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}
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break;
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