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-rw-r--r--src/Simulator/DelayedFluidSimulator.h2
-rw-r--r--src/Simulator/FluidSimulator.cpp2
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp2
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.h2
4 files changed, 4 insertions, 4 deletions
diff --git a/src/Simulator/DelayedFluidSimulator.h b/src/Simulator/DelayedFluidSimulator.h
index fe59f6dd6..8a6c26c7a 100644
--- a/src/Simulator/DelayedFluidSimulator.h
+++ b/src/Simulator/DelayedFluidSimulator.h
@@ -70,7 +70,7 @@ protected:
/*
Slots:
| 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 |
- adding blocks here ^ | ^ simulating here
+ | adding blocks here ^ | ^ simulating here
*/
/// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
diff --git a/src/Simulator/FluidSimulator.cpp b/src/Simulator/FluidSimulator.cpp
index 99aa11728..499e204a1 100644
--- a/src/Simulator/FluidSimulator.cpp
+++ b/src/Simulator/FluidSimulator.cpp
@@ -137,7 +137,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
return Y_MINUS;
*/
- NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
+ NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
int X = 0, Z = 0; // Lowest Pos will be stored here
if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) // check for upper block to flow because this also affects the flowing direction
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index eb12c08e0..8e5e40fb5 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -739,7 +739,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
// Create a variable holding my meta to avoid multiple lookups.
NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
-
+
if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
{
bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h
index 878f88b71..79740a8f6 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.h
+++ b/src/Simulator/IncrementalRedstoneSimulator.h
@@ -294,7 +294,7 @@ private:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_PISTON:
{
- return true;
+ return true;
}
default: return false;
}