diff options
Diffstat (limited to 'src/Simulator/IncrementalRedstoneSimulator.cpp')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 17 |
1 files changed, 6 insertions, 11 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index c24b1c4b3..51a7c2886 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -1489,41 +1489,36 @@ bool cIncrementalRedstoneSimulator::IsPistonPowered(int a_RelBlockX, int a_RelBl { // Pistons cannot be powered through their front face; this function verifies that a source meets this requirement - int OldX = a_RelBlockX, OldY = a_RelBlockY, OldZ = a_RelBlockZ; eBlockFace Face = cBlockPistonHandler::MetaDataToDirection(a_Meta); - int BlockX = (m_Chunk->GetPosX() * cChunkDef::Width) + a_RelBlockX; - int BlockZ = (m_Chunk->GetPosZ() * cChunkDef::Width) + a_RelBlockZ; + int BlockX = m_Chunk->GetPosX() * cChunkDef::Width + a_RelBlockX; + int BlockZ = m_Chunk->GetPosZ() * cChunkDef::Width + a_RelBlockZ; for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face); + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); if (!itr->a_SourcePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_RelBlockX = OldX; - a_RelBlockY = OldY; - a_RelBlockZ = OldZ; + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); } for (LinkedBlocksList::const_iterator itr = m_LinkedPoweredBlocks->begin(); itr != m_LinkedPoweredBlocks->end(); ++itr) { if (!itr->a_BlockPos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { continue; } - AddFaceDirection(a_RelBlockX, a_RelBlockY, a_RelBlockZ, Face); + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face); if (!itr->a_MiddlePos.Equals(Vector3i(BlockX, a_RelBlockY, BlockZ))) { return true; } - a_RelBlockX = OldX; - a_RelBlockY = OldY; - a_RelBlockZ = OldZ; + AddFaceDirection(BlockX, a_RelBlockY, BlockZ, Face, true); } return false; // Source was in front of the piston's front face } |