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-rw-r--r--src/Simulator/FireSimulator.cpp2
-rw-r--r--src/Simulator/FloodyFluidSimulator.cpp3
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp4
3 files changed, 5 insertions, 4 deletions
diff --git a/src/Simulator/FireSimulator.cpp b/src/Simulator/FireSimulator.cpp
index 8456ed11d..0ee33a3bc 100644
--- a/src/Simulator/FireSimulator.cpp
+++ b/src/Simulator/FireSimulator.cpp
@@ -377,7 +377,7 @@ void cFireSimulator::RemoveFuelNeighbors(cChunk * a_Chunk, int a_RelX, int a_Rel
if (BlockType == E_BLOCK_TNT)
{
m_World.SpawnPrimedTNT(AbsX, Y, AbsZ, 0);
- Neighbour->SetBlock(X, a_RelY + Y, Z, E_BLOCK_AIR, 0);
+ Neighbour->SetBlock(X, Y, Z, E_BLOCK_AIR, 0);
return;
}
diff --git a/src/Simulator/FloodyFluidSimulator.cpp b/src/Simulator/FloodyFluidSimulator.cpp
index bcd083294..a9481edb0 100644
--- a/src/Simulator/FloodyFluidSimulator.cpp
+++ b/src/Simulator/FloodyFluidSimulator.cpp
@@ -108,8 +108,9 @@ void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_Re
{
SpreadXZ(a_Chunk, a_RelX, a_RelY, a_RelZ, NewMeta);
}
+
// If source creation is on, check for it here:
- else if (
+ if (
(m_NumNeighborsForSource > 0) && // Source creation is on
(MyMeta == m_Falloff) && // Only exactly one block away from a source (fast bail-out)
!IsPassableForFluid(Below) && // Only exactly 1 block deep
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 1cc5340dd..40be9c582 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -31,7 +31,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
{
return;
}
- else if ((a_BlockY < 0) || (a_BlockY > cChunkDef::Height))
+ else if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
return;
}
@@ -556,7 +556,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_Re
if ((i >= 4) && (i <= 7)) // If we are currently checking for wire surrounding ourself one block above...
{
BLOCKTYPE Type = 0;
- if (a_RelBlockY + 1 >= cChunkDef::Height)
+ if (a_RelBlockY >= cChunkDef::Height - 1)
{
continue;
}