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authorJulian Laubstein <julianlaubstein@yahoo.de>2016-02-06 11:37:34 +0100
committerJulian Laubstein <julianlaubstein@yahoo.de>2016-02-06 11:37:34 +0100
commit6fdd7194c81be7234a126bdc3b48f0291fce3567 (patch)
tree7d5ac74b7385ce4ebf77588d80549c884c2b993c /src/Simulator/SandSimulator.h
parentMerge pull request #2958 from LogicParrot/fence (diff)
parentBulk clearing of whitespace (diff)
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Diffstat (limited to 'src/Simulator/SandSimulator.h')
-rw-r--r--src/Simulator/SandSimulator.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Simulator/SandSimulator.h b/src/Simulator/SandSimulator.h
index 68ba718bd..cda26775e 100644
--- a/src/Simulator/SandSimulator.h
+++ b/src/Simulator/SandSimulator.h
@@ -32,19 +32,19 @@ public:
virtual void Simulate(float a_Dt) override { UNUSED(a_Dt);} // not used
virtual void SimulateChunk(std::chrono::milliseconds a_Dt, int a_ChunkX, int a_ChunkZ, cChunk * a_Chunk) override;
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
-
+
/** Returns true if a falling-able block can start falling through the specified block type */
static bool CanStartFallingThrough(BLOCKTYPE a_BlockType);
-
+
/** Returns true if an already-falling block can pass through the specified block type (e. g. torch) */
static bool CanContinueFallThrough(BLOCKTYPE a_BlockType);
-
+
/** Returns true if the falling block rematerializing will replace the specified block type (e. g. tall grass) */
static bool IsReplacedOnRematerialization(BLOCKTYPE a_BlockType);
-
+
/** Returns true if the specified block breaks falling blocks while they fall through it (e. g. halfslabs) */
static bool DoesBreakFallingThrough(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
-
+
/** Called when a block finishes falling at the specified coords, either by insta-fall,
or through cFallingBlock entity.
It either rematerializes the block (a_FallingBlockType) at the specified coords, or creates a pickup,
@@ -56,11 +56,11 @@ public:
protected:
bool m_IsInstantFall; // If set to true, blocks don't fall using cFallingBlock entity, but instantly instead
-
+
int m_TotalBlocks; // Total number of blocks currently in the queue for simulating
-
+
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
-
+
/** Performs the instant fall of the block - removes it from top, Finishes it at the bottom */
void DoInstantFall(cChunk * a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
};