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.

