diff options
Diffstat (limited to '')
-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.h | 34 |
1 files changed, 3 insertions, 31 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.h b/src/Simulator/IncrementalRedstoneSimulator.h index 5133f7caf..934a0eab9 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.h +++ b/src/Simulator/IncrementalRedstoneSimulator.h @@ -214,10 +214,10 @@ private: bool QueueRepeaterPowerChange(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ, NIBBLETYPE a_Meta, bool ShouldPowerOn); /** Removes a block from the Powered and LinkedPowered lists - Used for variable sources such as tripwire hooks, daylight sensors, and trapped chests + Recursively removes all blocks powered by the given one */ void SetSourceUnpowered(int a_RelSourceX, int a_RelSourceY, int a_RelSourceZ, cChunk * a_Chunk); - void SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk, bool a_IsFirstCall = true); + void SetInvalidMiddleBlock(int a_RelMiddleX, int a_RelMiddleY, int a_RelMiddleZ, cChunk * a_Chunk); /** Returns if a coordinate is powered or linked powered */ bool AreCoordsPowered(int a_RelBlockX, int a_RelBlockY, int a_RelBlockZ) { return AreCoordsDirectlyPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk) || AreCoordsLinkedPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, m_Chunk); } @@ -414,35 +414,7 @@ private: inline static Vector3i AdjustRelativeCoords(const Vector3i & a_RelPosition) { - if ( - (a_RelPosition.x >= 0) && (a_RelPosition.x < cChunkDef::Width) && - (a_RelPosition.z >= 0) && (a_RelPosition.z < cChunkDef::Width) - ) - { - return a_RelPosition; - } - - Vector3i RelPos = a_RelPosition; - - // Request for a different chunk, calculate chunk offset: - while (RelPos.x >= cChunkDef::Width) - { - RelPos.x -= cChunkDef::Width; - } - while (RelPos.x < 0) - { - RelPos.x += cChunkDef::Width; - } - while (RelPos.z >= cChunkDef::Width) - { - RelPos.z -= cChunkDef::Width; - } - while (RelPos.z < 0) - { - RelPos.z += cChunkDef::Width; - } - - return RelPos; + return Vector3i((a_RelPosition.x % cChunkDef::Width + cChunkDef::Width) % cChunkDef::Width, a_RelPosition.y, (a_RelPosition.z % cChunkDef::Width + cChunkDef::Width) % cChunkDef::Width); } }; |