summaryrefslogtreecommitdiffstats
path: root/source/Simulator/RedstoneSimulator.h
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--source/Simulator/RedstoneSimulator.h50
1 files changed, 24 insertions, 26 deletions
diff --git a/source/Simulator/RedstoneSimulator.h b/source/Simulator/RedstoneSimulator.h
index 25959ac0b..d3002394a 100644
--- a/source/Simulator/RedstoneSimulator.h
+++ b/source/Simulator/RedstoneSimulator.h
@@ -63,61 +63,61 @@ private:
// In addition to being non-performant, it would stop the player from actually breaking said device
/* ====== SOURCES ====== */
- ///<summary>Handles the redstone torch</summary>
+ /// <summary>Handles the redstone torch</summary>
void HandleRedstoneTorch(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- ///<summary>Handles the redstone block</summary>
+ /// <summary>Handles the redstone block</summary>
void HandleRedstoneBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles levers</summary>
+ /// <summary>Handles levers</summary>
void HandleRedstoneLever(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles buttons</summary>
+ /// <summary>Handles buttons</summary>
void HandleRedstoneButton(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
/* ==================== */
/* ====== CARRIERS ====== */
- ///<summary>Handles redstone wire</summary>
+ /// <summary>Handles redstone wire</summary>
void HandleRedstoneWire(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles repeaters</summary>
+ /// <summary>Handles repeaters</summary>
void HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
/* ====================== */
/* ====== DEVICES ====== */
- ///<summary>Handles pistons</summary>
+ /// <summary>Handles pistons</summary>
void HandlePiston(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles dispensers and droppers</summary>
+ /// <summary>Handles dispensers and droppers</summary>
void HandleDropSpenser(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles TNT (exploding)</summary>
+ /// <summary>Handles TNT (exploding)</summary>
void HandleTNT(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles redstone lamps</summary>
+ /// <summary>Handles redstone lamps</summary>
void HandleRedstoneLamp(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState);
- ///<summary>Handles doords</summary>
+ /// <summary>Handles doords</summary>
void HandleDoor(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Handles activator, detector, and powered rails</summary>
+ /// <summary>Handles activator, detector, and powered rails</summary>
void HandleRail(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyType);
/* ===================== */
/* ====== Helper functions ====== */
- ///<summary>Marks a block as powered</summary>
+ /// <summary>Marks a block as powered</summary>
void SetBlockPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock);
- ///<summary>Marks a block as being powered through another block</summary>
+ /// <summary>Marks a block as being powered through another block</summary>
void SetBlockLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MiddleX, int a_MiddleY, int a_MiddleZ, int a_SourceX, int a_SourceY, int a_SourceZ, BLOCKTYPE a_SourceBlock, BLOCKTYPE a_MiddeBlock);
- ///<summary>Marks the second block in a direction as linked powered</summary>
+ /// <summary>Marks the second block in a direction as linked powered</summary>
void SetDirectionLinkedPowered(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Direction, BLOCKTYPE a_SourceBlock);
- ///<summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
+ /// <summary>Marks all blocks immediately surrounding a coordinate as powered</summary>
void SetAllDirsAsPowered(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_SourceBlock);
- ///<summary>Returns if a coordinate is powered or linked powered</summary>
+ /// <summary>Returns if a coordinate is powered or linked powered</summary>
bool AreCoordsPowered(int a_BlockX, int a_BlockY, int a_BlockZ);
- ///<summary>Returns if a repeater is powered</summary>
+ /// <summary>Returns if a repeater is powered</summary>
bool IsRepeaterPowered(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta);
- ///<summary>Returns if lever metadata marks it as emitting power</summary>
+ /// <summary>Returns if lever metadata marks it as emitting power</summary>
bool IsLeverOn(NIBBLETYPE a_BlockMeta);
- ///<summary>Returns if button metadata marks it as emitting power</summary>
+ /// <summary>Returns if button metadata marks it as emitting power</summary>
bool IsButtonOn(NIBBLETYPE a_BlockMeta);
/* ============================== */
/* ====== Misc Functions ====== */
- ///<summary>Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation</summary>
+ /// <summary>Returns if a block is viable to be the MiddleBlock of a SetLinkedPowered operation</summary>
inline static bool IsViableMiddleBlock(BLOCKTYPE Block)
{
if (!g_BlockIsSolid[Block]) { return false; }
@@ -137,7 +137,7 @@ private:
}
}
- ///<summary>Returns if a block is a mechanism (something that accepts power and does something)</summary>
+ /// <summary>Returns if a block is a mechanism (something that accepts power and does something)</summary>
inline static bool IsMechanism(BLOCKTYPE Block)
{
switch (Block)
@@ -166,7 +166,7 @@ private:
}
}
- ///<summary>Returns if a block has the potential to output power</summary>
+ /// <summary>Returns if a block has the potential to output power</summary>
inline static bool IsPotentialSource(BLOCKTYPE Block)
{
switch (Block)
@@ -178,10 +178,8 @@ private:
case E_BLOCK_REDSTONE_TORCH_ON:
case E_BLOCK_LEVER:
case E_BLOCK_REDSTONE_REPEATER_ON:
- case E_BLOCK_REDSTONE_REPEATER_OFF:
case E_BLOCK_BLOCK_OF_REDSTONE:
case E_BLOCK_ACTIVE_COMPARATOR:
- case E_BLOCK_INACTIVE_COMPARATOR:
{
return true;
}
@@ -189,7 +187,7 @@ private:
}
}
- ///<summary>Returns if a block is any sort of redstone device</summary>
+ /// <summary>Returns if a block is any sort of redstone device</summary>
inline static bool IsRedstone(BLOCKTYPE Block)
{
switch (Block)