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-rw-r--r--src/Simulator/DelayedFluidSimulator.cpp2
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp6
-rw-r--r--src/Simulator/SandSimulator.cpp6
3 files changed, 7 insertions, 7 deletions
diff --git a/src/Simulator/DelayedFluidSimulator.cpp b/src/Simulator/DelayedFluidSimulator.cpp
index bc5158d95..5ff736231 100644
--- a/src/Simulator/DelayedFluidSimulator.cpp
+++ b/src/Simulator/DelayedFluidSimulator.cpp
@@ -148,7 +148,7 @@ void cDelayedFluidSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_Chunk
{
SimulateBlock(a_Chunk, itr->x, itr->y, itr->z);
}
- m_TotalBlocks -= Blocks.size();
+ m_TotalBlocks -= (int)Blocks.size();
Blocks.clear();
}
}
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index f12bd6d49..074063add 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -615,11 +615,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneWire(int a_RelBlockX, int a_Re
else if ((i >= 8) && (i <= 11)) // See above, but this is for wire below us
{
BLOCKTYPE Type = 0;
- if (a_RelBlockY - 1 < 0)
- {
- continue;
- }
- if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX, a_RelBlockY - 1, a_RelBlockZ, Type))
+ if (!m_Chunk->UnboundedRelGetBlockType(a_RelBlockX + gCrossCoords[i].x, a_RelBlockY, a_RelBlockZ + gCrossCoords[i].z, Type))
{
continue;
}
diff --git a/src/Simulator/SandSimulator.cpp b/src/Simulator/SandSimulator.cpp
index f305ba61a..b8f34559f 100644
--- a/src/Simulator/SandSimulator.cpp
+++ b/src/Simulator/SandSimulator.cpp
@@ -64,7 +64,7 @@ void cSandSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int a_ChunkZ, cChun
a_Chunk->SetBlock(itr->x, itr->y, itr->z, E_BLOCK_AIR, 0);
}
}
- m_TotalBlocks -= ChunkData.size();
+ m_TotalBlocks -= (int)ChunkData.size();
ChunkData.clear();
}
@@ -254,6 +254,10 @@ void cSandSimulator::FinishFalling(
{
// Rematerialize the material here:
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FallingBlockType, a_FallingBlockMeta);
+ if (a_FallingBlockType == E_BLOCK_ANVIL)
+ {
+ a_World->BroadcastSoundParticleEffect(1022, a_BlockX, a_BlockY, a_BlockZ, 0);
+ }
return;
}