Basic style fixes.
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@@ -59,7 +59,7 @@ void cIncrementalRedstoneSimulator::RedstoneAddBlock(int a_BlockX, int a_BlockY,
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// Use that Chunk pointer to get a relative position
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int RelX = 0;
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int RelZ = 0;
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int RelZ = 0;
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BLOCKTYPE Block;
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NIBBLETYPE Meta;
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@@ -821,7 +821,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
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void cIncrementalRedstoneSimulator::HandlePiston(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ)
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{
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{
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int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX;
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int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ;
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@@ -1518,7 +1518,7 @@ bool cIncrementalRedstoneSimulator::AreCoordsDirectlyPowered(int a_RelBlockX, in
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return true;
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}
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}
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return false;
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return false;
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}
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@@ -1616,7 +1616,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_RelBlockX, int a_Rel
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bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta)
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{
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{
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switch (a_Meta & 0x3) // We only want the 'direction' part of our metadata
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{
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// If the repeater is looking up or down (If parallel to the Z axis)
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@@ -1648,14 +1648,14 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_RelBlockX, int a_RelB
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// Check if southern(down) neighbor is a powered on repeater who is facing us
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BLOCKTYPE Block = 0;
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if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
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{
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{
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NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ + 1) & 0x3;
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if (OtherRepeaterDir == 0x0) { return true; } // If so, am latched/locked
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}
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// Check if northern(up) neighbor is a powered on repeater who is facing us
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if (m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1, Block) && (Block == E_BLOCK_REDSTONE_REPEATER_ON))
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{
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{
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NIBBLETYPE OtherRepeaterDir = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ - 1) & 0x3;
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if (OtherRepeaterDir == 0x2) { return true; } // If so, I am latched/locked
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}
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@@ -2082,7 +2082,7 @@ bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
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}
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// Self not in list, add self to list
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sRepeatersDelayList RC;
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sRepeatersDelayList RC;
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RC.a_RelBlockPos = Vector3i(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
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// Gets the top two bits (delay time), shifts them into the lower two bits, and adds one (meta 0 = 1 tick; 1 = 2 etc.)
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