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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-07-11 20:40:33 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-07-11 20:40:33 +0200
commit416c160fb52b400e81e029a358c503053a2b93ec (patch)
treea9180e2226ee382008154fc3b8e51ad64ff2f942
parentSuggestions (diff)
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-rw-r--r--src/Blocks/BlockHandler.cpp3
-rw-r--r--src/Blocks/BlockPiston.h2
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp3
3 files changed, 6 insertions, 2 deletions
diff --git a/src/Blocks/BlockHandler.cpp b/src/Blocks/BlockHandler.cpp
index bd48ece52..fcd5e2b41 100644
--- a/src/Blocks/BlockHandler.cpp
+++ b/src/Blocks/BlockHandler.cpp
@@ -176,12 +176,13 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
{
switch(a_BlockType)
{
- // Block handlers, alphabetically sorted:
+ // Duplicate block handlers (two blocks use one handler), alphabetically sorted:
case E_BLOCK_CHEST:
case E_BLOCK_TRAPPED_CHEST: return new cBlockChestHandler(a_BlockType);
case E_BLOCK_FURNACE:
case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler(a_BlockType);
+ // Block handlers, alphabetically sorted:
case E_BLOCK_ACACIA_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
case E_BLOCK_ACTIVATOR_RAIL: return new cBlockRailHandler (a_BlockType);
case E_BLOCK_ANVIL: return new cBlockAnvilHandler (a_BlockType);
diff --git a/src/Blocks/BlockPiston.h b/src/Blocks/BlockPiston.h
index 3913da320..27a44d829 100644
--- a/src/Blocks/BlockPiston.h
+++ b/src/Blocks/BlockPiston.h
@@ -104,7 +104,7 @@ private:
case E_BLOCK_ENCHANTMENT_TABLE:
case E_BLOCK_END_PORTAL:
case E_BLOCK_END_PORTAL_FRAME:
- // Ender chests can totally be pushed/pulled in MCS :)
+ // Notice the lack of an E_BLOCK_ENDER_CHEST here; its because ender chests can totally be pushed/pulled in MCS :)
case E_BLOCK_FURNACE:
case E_BLOCK_LIT_FURNACE:
case E_BLOCK_HOPPER:
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 141904530..ffaa02ef9 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -1915,6 +1915,7 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
}
// No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
+ // TODO: on C++11 support, change this to a llama function pased to a std::remove_if
for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
{
if (
@@ -2077,6 +2078,8 @@ bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
{
+ // TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
+
for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();)
{
if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))