Fixed redstone simulator crash found in #570
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@@ -9,7 +9,6 @@
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#include "../Blocks/BlockTorch.h"
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#include "../Blocks/BlockDoor.h"
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#include "../Piston.h"
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#include "../Tracer.h"
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@@ -170,7 +169,7 @@ void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChu
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{
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if (!IsAllowedBlock(Block))
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{
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ChunkData.erase(itr); // The new blocktype is not redstone; it must be removed from this list
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itr->SecondData = true; // The new blocktype is not redstone; it must be queued to be removed from this list
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}
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else
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{
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@@ -185,7 +184,7 @@ void cRedstoneSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChu
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return;
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}
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ChunkData.push_back(cCoordWithBlock(RelX, a_BlockY, RelZ, Block));
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ChunkData.push_back(cCoordWithBlockAndBool(RelX, a_BlockY, RelZ, Block, false));
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}
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@@ -208,8 +207,14 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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int BaseX = a_Chunk->GetPosX() * cChunkDef::Width;
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int BaseZ = a_Chunk->GetPosZ() * cChunkDef::Width;
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for (cRedstoneSimulatorChunkData::const_iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end(); ++dataitr)
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for (cRedstoneSimulatorChunkData::iterator dataitr = ChunkData.begin(); dataitr != ChunkData.end();)
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{
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if (dataitr->SecondData)
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{
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dataitr = ChunkData.erase(dataitr);
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continue;
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}
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int a_X = BaseX + dataitr->x;
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int a_Z = BaseZ + dataitr->z;
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switch (dataitr->Data)
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@@ -279,6 +284,7 @@ void cRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, c
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break;
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}
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}
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++dataitr;
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}
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}
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@@ -917,7 +923,7 @@ void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_B
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case E_BLOCK_STONE_PRESSURE_PLATE:
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{
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// MCS feature - stone pressure plates can only be triggered by players :D
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cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f);
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cPlayer * a_Player = m_World.FindClosestPlayer(Vector3f(a_BlockX + 0.5f, (float)a_BlockY, a_BlockZ + 0.5f), 0.5f, false);
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if (a_Player != NULL)
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{
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@@ -948,19 +954,14 @@ void cRedstoneSimulator::HandlePressurePlate(int a_BlockX, int a_BlockY, int a_B
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virtual bool Item(cEntity * a_Entity) override
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{
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cTracer LineOfSight(m_World);
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Vector3f EntityPos = a_Entity->GetPosition();
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Vector3f BlockPos(m_X + 0.5f, (float)m_Y, m_Z + 0.5f);
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float Distance = (EntityPos - BlockPos).Length();
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if (Distance < 0.5)
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{
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if (!LineOfSight.Trace(BlockPos, (EntityPos - BlockPos), (int)(EntityPos - BlockPos).Length()))
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{
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m_Entity = a_Entity;
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return true; // Break out, we only need to know for wooden plates that at least one entity is on top
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}
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m_Entity = a_Entity;
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return true; // Break out, we only need to know for wooden plates that at least one entity is on top
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}
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return false;
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}
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