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author | Julian Laubstein <julianlaubstein@yahoo.de> | 2016-02-06 11:37:34 +0100 |
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committer | Julian Laubstein <julianlaubstein@yahoo.de> | 2016-02-06 11:37:34 +0100 |
commit | 6fdd7194c81be7234a126bdc3b48f0291fce3567 (patch) | |
tree | 7d5ac74b7385ce4ebf77588d80549c884c2b993c /src/Simulator/SandSimulator.h | |
parent | Merge pull request #2958 from LogicParrot/fence (diff) | |
parent | Bulk clearing of whitespace (diff) | |
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Diffstat (limited to 'src/Simulator/SandSimulator.h')
-rw-r--r-- | src/Simulator/SandSimulator.h | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Simulator/SandSimulator.h b/src/Simulator/SandSimulator.h index 68ba718bd..cda26775e 100644 --- a/src/Simulator/SandSimulator.h +++ b/src/Simulator/SandSimulator.h @@ -32,19 +32,19 @@ public: virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override; virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override; - + /** Returns true if a falling-able block can start falling through the specified block type */ static bool CanStartFallingThrough(BLOCKTYPE a_BlockType); - + /** Returns true if an already-falling block can pass through the specified block type (e. g. torch) */ static bool CanContinueFallThrough(BLOCKTYPE a_BlockType); - + /** Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass) */ static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType); - + /** Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs) */ static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); - + /** Called when a block finishes falling at the specified coords, either by insta-fall, or through cFallingBlock entity. It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup, @@ -56,11 +56,11 @@ public: protected: bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead - + int m_TotalBlocks; // Total number of blocks currently in the queue for simulating - + virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override; - + /** Performs the instant fall of the block - removes it from top, Finishes it at the bottom */ void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); }; |