Provides a possible fix for repeater timings

Not completely reliable, but at least some types of clock work.
master
Tiger Wang 2013-12-10 21:24:02 +00:00
parent 60ca21b598
commit 9987611792
2 changed files with 2 additions and 2 deletions

View File

@ -375,7 +375,7 @@ void cBlockHandler::DropBlock(cWorld * a_World, cEntity * a_Digger, int a_BlockX
MicroY = a_BlockY + 0.5;
MicroZ = a_BlockZ + 0.5;
// Add random offset second (this causes pickups to spawn inside blocks most times, it's a little buggy)
// Add random offset second
MicroX += r1.rand(1) - 0.5;
MicroZ += r1.rand(1) - 0.5;

View File

@ -630,7 +630,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int
// Self not in list, add self to list
sRepeatersDelayList RC;
RC.a_BlockPos = Vector3i(a_BlockX, a_BlockY, a_BlockZ);
RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2) + 1;
RC.a_DelayTicks = ((a_Meta & 0xC) >> 0x2); // Repeaters power off slower than they power on, so no +1. Why? No idea.
RC.a_ElapsedTicks = 0;
m_RepeatersDelayList.push_back(RC);
return;