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-rw-r--r--src/Simulator/FluidSimulator.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Simulator/FluidSimulator.cpp b/src/Simulator/FluidSimulator.cpp
index f64955cb2..499e204a1 100644
--- a/src/Simulator/FluidSimulator.cpp
+++ b/src/Simulator/FluidSimulator.cpp
@@ -125,31 +125,31 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
return NONE;
}
BLOCKTYPE BlockID = m_World.GetBlock(a_X, a_Y, a_Z);
- if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
+ if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
{
return NONE;
}
/*
Disabled because of causing problems and being useless atm
- char BlockBelow = m_World.GetBlock(a_X, a_Y - 1, a_Z); //If there is nothing or fluid below it -> dominating flow is down :D
+ char BlockBelow = m_World.GetBlock(a_X, a_Y - 1, a_Z); // If there is nothing or fluid below it -> dominating flow is down :D
if (BlockBelow == E_BLOCK_AIR || IsAllowedBlock(BlockBelow))
return Y_MINUS;
*/
- NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); //Current Block Meta so only lower points will be counted
- int X = 0, Z = 0; //Lowest Pos will be stored here
+ NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
+ int X = 0, Z = 0; // Lowest Pos will be stored here
- if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) //check for upper block to flow because this also affects the flowing direction
+ if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) // check for upper block to flow because this also affects the flowing direction
{
return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
}
std::vector< Vector3i * > Points;
- Points.reserve(4); //Already allocate 4 places :D
+ Points.reserve(4); // Already allocate 4 places :D
- //add blocks around the checking pos
+ // add blocks around the checking pos
Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
@@ -172,7 +172,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
}
else if(BlockID == E_BLOCK_AIR)
{
- LowestPoint = 9; //This always dominates
+ LowestPoint = 9; // This always dominates
X = Pos->x;
Z = Pos->z;