Thanks!
Found two:
...and a SetBlock to FastSetBlock.
Found two:
// Check to see if PoweredBlocks have invalid items (source is air) for (PoweredBlocksList::iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ) { sPoweredBlocks & Change = *itr; if (m_World.GetBlock(Change.a_SourcePos) == E_BLOCK_AIR) { itr = m_PoweredBlocks.erase(itr); } else if ( ((m_World.GetBlock(Change.a_SourcePos) == E_BLOCK_REDSTONE_WIRE) && (m_World.GetBlockMeta(Change.a_SourcePos) == 0)) || (m_World.GetBlock(Change.a_SourcePos) == E_BLOCK_REDSTONE_TORCH_OFF) || (m_World.GetBlock(Change.a_SourcePos) == E_BLOCK_REDSTONE_REPEATER_OFF) || (m_World.GetBlock(Change.a_SourcePos) == E_BLOCK_INACTIVE_COMPARATOR) ) { itr = m_PoweredBlocks.erase(itr); } else { itr++; } }
...and a SetBlock to FastSetBlock.