Provides a possible fix for repeater timings
Not completely reliable, but at least some types of clock work.master
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60ca21b598
commit
9987611792
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@ -375,7 +375,7 @@ void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX
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MicroY = a_BlockY + 0.5;
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MicroZ = a_BlockZ + 0.5;
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// Add random offset second (this causes pickups to spawn inside blocks most times, it's a little buggy)
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// Add random offset second
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MicroX += r1.rand(1) - 0.5;
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MicroZ += r1.rand(1) - 0.5;
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@ -630,7 +630,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
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// Self not in list, add self to list
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sRepeatersDelayList RC;
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RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
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RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
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RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2); // Repeaters power off slower than they power on, so no +1. Why? No idea.
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RC.a_ElapsedTicks = 0;
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m_RepeatersDelayList.push_back(RC);
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return;
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