diff options
Diffstat (limited to '')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.h | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index 1faf4187b..878f88b71 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -38,33 +38,33 @@ private: #define MAX_POWER_LEVEL 15 - struct sPoweredBlocks // Define structure of the directly powered blocks list + struct sPoweredBlocks // Define structure of the directly powered blocks list { - Vector3i a_BlockPos; // Position of powered block - Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos + Vector3i a_BlockPos; // Position of powered block + Vector3i a_SourcePos; // Position of source powering the block at a_BlockPos unsigned char a_PowerLevel; }; - struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side) + struct sLinkedPoweredBlocks // Define structure of the indirectly powered blocks list (i.e. repeaters powering through a block to the block at the other side) { Vector3i a_BlockPos; - Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination + Vector3i a_MiddlePos; // Position of block that is betwixt a source and the destination Vector3i a_SourcePos; unsigned char a_PowerLevel; }; - struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player) + struct sSimulatedPlayerToggleableList // Define structure of the list containing simulate-on-update blocks (such as trapdoors that respond once to a block update, and can be toggled by a player) { Vector3i a_RelBlockPos; - bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate + bool WasLastStatePowered; // Was the last state powered or not? Determines whether a source update has happened and if I should resimulate }; - struct sRepeatersDelayList // Define structure of list containing repeaters' delay states + struct sRepeatersDelayList // Define structure of list containing repeaters' delay states { Vector3i a_RelBlockPos; - unsigned char a_DelayTicks; // For how many ticks should the repeater delay - unsigned char a_ElapsedTicks; // How much of the previous has been elapsed? - bool ShouldPowerOn; // What happens when the delay time is fulfilled? + unsigned char a_DelayTicks; // For how many ticks should the repeater delay + unsigned char a_ElapsedTicks; // How much of the previous has been elapsed? + bool ShouldPowerOn; // What happens when the delay time is fulfilled? }; public: @@ -302,7 +302,7 @@ private: inline static bool AreCoordsOnChunkBoundary(int a_BlockX, int a_BlockY, int a_BlockZ) { - return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks + return ( // Are we on a chunk boundary? +- 2 because of LinkedPowered blocks ((a_BlockX % cChunkDef::Width) <= 1) || ((a_BlockX % cChunkDef::Width) >= 14) || ((a_BlockZ % cChunkDef::Width) <= 1) || |