From b6e02349858a31028e0faacc2d717556a4f1b5dd Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Tue, 10 Dec 2013 10:29:36 +0000 Subject: Fixed compile (alas, no more goto) --- src/Simulator/RedstoneSimulator.cpp | 25 ++++++++++++++----------- 1 file changed, 14 insertions(+), 11 deletions(-) (limited to 'src/Simulator') diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp index 2325ce6b6..93ad5890b 100644 --- a/src/Simulator/RedstoneSimulator.cpp +++ b/src/Simulator/RedstoneSimulator.cpp @@ -1,4 +1,3 @@ - #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "RedstoneSimulator.h" @@ -543,6 +542,7 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int { if (!IsOn) { + bool ShouldCreate = true; // If repeater is not on already (and is POWERED), see if it is in repeater list, or has reached delay time for (RepeatersDelayList::iterator itr = m_RepeatersDelayList.begin(); itr != m_RepeatersDelayList.end(); itr++) { @@ -551,7 +551,8 @@ void cRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int if (itr->a_DelayTicks <= itr->a_ElapsedTicks) // Shouldn't need <=; just in case something happens { m_RepeatersDelayList.erase(itr); - goto powerrepeater; // Delay time reached, break straight out, and into the powering code + ShouldCreate = false; + break; // Delay time reached, break straight out, and into the powering code } else { @@ -561,15 +562,17 @@ 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; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) - RC.a_ElapsedTicks = 0; - m_RepeatersDelayList.push_back(RC); - return; - -powerrepeater: + if (ShouldCreate) + { + // 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; // Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.) + RC.a_ElapsedTicks = 0; + m_RepeatersDelayList.push_back(RC); + return; + } + m_World.SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_REDSTONE_REPEATER_ON, a_Meta); // Only set if not on; SetBlock otherwise server doesn't set it in time for SimulateChunk's invalidation } switch (a_Meta & 0x3) // We only want the direction (bottom) bits -- cgit v1.2.3