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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2015-05-10 13:16:20 +0200 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2015-05-10 13:16:20 +0200 |
commit | 9c490293b88f9828577e5431c5151f7f1bec09f4 (patch) | |
tree | be616a3c3b2db083b2f3908220818231778609ef /src/Simulator | |
parent | Fixed some warnings and logic errors in Monster.cpp (diff) | |
parent | Merge pull request #1985 from SafwatHalaby/lessPathCalcs (diff) | |
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Diffstat (limited to 'src/Simulator')
-rw-r--r-- | src/Simulator/FloodyFluidSimulator.h | 2 | ||||
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 10 |
2 files changed, 6 insertions, 6 deletions
diff --git a/src/Simulator/FloodyFluidSimulator.h b/src/Simulator/FloodyFluidSimulator.h index 8e1be5e6b..0eac61a03 100644 --- a/src/Simulator/FloodyFluidSimulator.h +++ b/src/Simulator/FloodyFluidSimulator.h @@ -47,7 +47,7 @@ protected: /** Checks if there are enough neighbors to create a source at the coords specified; turns into source and returns true if so. */ bool CheckNeighborsForSource(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ); - /** Checks if the specified block should harden (Water/Lava interaction) and if so, converts it to a suitable block. + /** Checks if the specified block should harden (Water / Lava interaction) and if so, converts it to a suitable block. Returns whether the block was changed or not. */ bool HardenBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta); diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 40be9c582..7f320af0d 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -366,7 +366,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneTorch(int a_RelBlockX, int a_R if (i + 1 < ARRAYCOUNT(gCrossCoords)) // Sides of torch, not top (top is last) { if ( - IsMechanism(Type) && // Is it a mechanism? Not block/other torch etc. + IsMechanism(Type) && // Is it a mechanism? Not block / other torch etc. (!Vector3i(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY + gCrossCoords[i].y, a_RelBlockZ + gCrossCoords[i].z).Equals(Vector3i(X, Y, Z))) // CAN'T power block is that it is on ) { @@ -1600,7 +1600,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB if ((OtherRepeaterDir & 0x03) == 0x3) { return true; - } // If so, I am latched/locked + } // If so, I am latched / locked } // Check if western(left) neighbor is a powered on repeater who is facing us @@ -1612,7 +1612,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB if ((OtherRepeaterDir & 0x03) == 0x1) { return true; - } // If so, I am latched/locked + } // If so, I am latched / locked } break; @@ -1634,7 +1634,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB if ((OtherRepeaterDir & 0x30) == 0x00) { return true; - } // If so, am latched/locked + } // If so, I am latched / locked } // Check if northern(up) neighbor is a powered on repeater who is facing us @@ -1646,7 +1646,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB if ((OtherRepeaterDir & 0x03) == 0x02) { return true; - } // If so, I am latched/locked + } // If so, I am latched / locked } break; |