Reduced unnecessary block updates

This commit is contained in:
LogicParrot
2016-04-23 00:30:00 +03:00
parent 923441b6b3
commit 7f5757eccf
16 changed files with 54 additions and 91 deletions
-7
View File
@@ -401,7 +401,6 @@ public:
bool hasChanged = m_ChunkData.SetMeta(a_RelX, a_RelY, a_RelZ, a_Meta);
if (hasChanged)
{
m_IsRedstoneDirty = true;
if (a_ShouldMarkDirty)
{
MarkDirty();
@@ -462,8 +461,6 @@ public:
cRedstoneSimulatorChunkData * GetRedstoneSimulatorData(void) { return m_RedstoneSimulatorData; }
void SetRedstoneSimulatorData(cRedstoneSimulatorChunkData * a_Data) { m_RedstoneSimulatorData = a_Data; }
bool IsRedstoneDirty(void) const { return m_IsRedstoneDirty; }
void SetIsRedstoneDirty(bool a_Flag) { m_IsRedstoneDirty = a_Flag; }
cBlockEntity * GetBlockEntity(int a_BlockX, int a_BlockY, int a_BlockZ);
cBlockEntity * GetBlockEntity(const Vector3i & a_BlockPos) { return GetBlockEntity(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z); }
@@ -551,10 +548,6 @@ private:
cRedstoneSimulatorChunkData * m_RedstoneSimulatorData;
/** Indicates if simulate-once blocks should be updated by the redstone simulator */
bool m_IsRedstoneDirty;
/** If greater than zero, the chunk is ticked even if it has no clients.
Manipulated by the SetAlwaysTicked() function, allows for nested calls of the function.
This is the support for plugin-accessible chunk tick forcing. */