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author | Howaner <franzi.moos@googlemail.com> | 2014-02-20 22:02:14 +0100 |
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committer | Howaner <franzi.moos@googlemail.com> | 2014-02-20 22:02:14 +0100 |
commit | 337c4e5cd4e666c34efeb6767fdf1357aa6d3bca (patch) | |
tree | 643fe74d10d09120d362de52b581548e20733f79 | |
parent | Remove typeinfo import in IncrementalRedstoneSimulator (diff) | |
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-rw-r--r-- | src/Simulator/IncrementalRedstoneSimulator.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp index 4459f9c89..1637ac02a 100644 --- a/src/Simulator/IncrementalRedstoneSimulator.cpp +++ b/src/Simulator/IncrementalRedstoneSimulator.cpp @@ -337,13 +337,13 @@ void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_Blo ((a_BlockX % cChunkDef::Width) >= 14) || ((a_BlockZ % cChunkDef::Width) <= 1) || ((a_BlockZ % cChunkDef::Width) >= 14) - ) // Are we on a chunk boundary? \B1 2 because of LinkedPowered blocks + ) // Are we on a chunk boundary? ± 2 because of LinkedPowered blocks { // On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk) AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk); // Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position - // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and \B1 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries + // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and ± 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk); RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk); RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk); |