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-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp9
1 files changed, 3 insertions, 6 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 420d7c3f6..c8509de12 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -684,12 +684,9 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_BlockX, int a_Block
void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_MyState)
{
// Create a variable holding my meta to avoid multiple lookups.
- NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
+ NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
-
-
-
- if (IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
+ if (!IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
{
// Create a variable holding being on or self powered to avoid multiple lookups.
bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
@@ -703,7 +700,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B
QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
}
}
-
+
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)
{
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))