Redstone data is now loaded on chunk load
parent
91587f63c4
commit
6b6905fe1c
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@ -1335,6 +1335,7 @@ void cChunk::WakeUpSimulators(void)
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{
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cSimulator * WaterSimulator = m_World->GetWaterSimulator();
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cSimulator * LavaSimulator = m_World->GetLavaSimulator();
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cSimulator * RedstoneSimulator = m_World->GetRedstoneSimulator();
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int BaseX = m_PosX * cChunkDef::Width;
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int BaseZ = m_PosZ * cChunkDef::Width;
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for (int x = 0; x < Width; x++)
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@ -1357,6 +1358,11 @@ void cChunk::WakeUpSimulators(void)
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LavaSimulator->AddBlock(BlockX, y, BlockZ, this);
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break;
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}
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default:
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{
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RedstoneSimulator->AddBlock(BlockX, y, BlockZ, this); // Redstone simulator checks if valid redstone block already
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break;
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}
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} // switch (BlockType)
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} // for y
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} // for z
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@ -392,6 +392,7 @@ public:
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inline cFluidSimulator * GetWaterSimulator(void) { return m_WaterSimulator; }
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inline cFluidSimulator * GetLavaSimulator (void) { return m_LavaSimulator; }
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inline cRedstoneSimulator * GetRedstoneSimulator(void) { return m_RedstoneSimulator; }
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/// Calls the callback for each block entity in the specified chunk; returns true if all block entities processed, false if the callback aborted by returning true
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bool ForEachBlockEntityInChunk(int a_ChunkX, int a_ChunkZ, cBlockEntityCallback & a_Callback); // Exported in ManualBindings.cpp
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