Basic style fixes.
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@@ -48,7 +48,7 @@ cFloodyFluidSimulator::cFloodyFluidSimulator(
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void cFloodyFluidSimulator::SimulateBlock(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ)
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{
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FLOG("Simulating block {%d, %d, %d}: block %d, meta %d",
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FLOG("Simulating block {%d, %d, %d}: block %d, meta %d",
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a_Chunk->GetPosX() * cChunkDef::Width + a_RelX, a_RelY, a_Chunk->GetPosZ() * cChunkDef::Width + a_RelZ,
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a_Chunk->GetBlock(a_RelX, a_RelY, a_RelZ),
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a_Chunk->GetMeta(a_RelX, a_RelY, a_RelZ)
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@@ -248,7 +248,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
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{
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// Lava flowing into water, change to stone / cobblestone based on direction:
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BLOCKTYPE NewBlock = (a_NewMeta == 8) ? E_BLOCK_STONE : E_BLOCK_COBBLESTONE;
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FLOG(" Lava flowing into water, turning water at rel {%d, %d, %d} into stone",
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FLOG(" Lava flowing into water, turning water at rel {%d, %d, %d} into stone",
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a_RelX, a_RelY, a_RelZ,
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ItemTypeToString(NewBlock).c_str()
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);
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@@ -264,7 +264,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
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{
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// Water flowing into lava, change to cobblestone / obsidian based on dest block:
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BLOCKTYPE NewBlock = (BlockMeta == 0) ? E_BLOCK_OBSIDIAN : E_BLOCK_COBBLESTONE;
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FLOG(" Water flowing into lava, turning lava at rel {%d, %d, %d} into %s",
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FLOG(" Water flowing into lava, turning lava at rel {%d, %d, %d} into %s",
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a_RelX, a_RelY, a_RelZ, ItemTypeToString(NewBlock).c_str()
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);
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a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
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@@ -296,8 +296,8 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
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ChunkInterface,
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m_World,
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PluginInterface,
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NULL,
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BlockX,
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NULL,
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BlockX,
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a_RelY,
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BlockZ
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);
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