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-rw-r--r--src/Simulator/FluidSimulator.h27
1 files changed, 11 insertions, 16 deletions
diff --git a/src/Simulator/FluidSimulator.h b/src/Simulator/FluidSimulator.h
index 3aa6deb8a..6d6e87ea1 100644
--- a/src/Simulator/FluidSimulator.h
+++ b/src/Simulator/FluidSimulator.h
@@ -26,7 +26,7 @@ enum Direction
Needed so that cChunk can properly delete instances of fluid simulator data, no matter what simulator it's using. */
class cFluidSimulatorData
{
-public:
+ public:
virtual ~cFluidSimulatorData() {}
};
@@ -34,13 +34,11 @@ public:
-class cFluidSimulator:
- public cSimulator
+class cFluidSimulator : public cSimulator
{
using Super = cSimulator;
-public:
-
+ public:
cFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
/** Returns a unit vector in the direction the fluid is flowing or a zero-vector if not flowing. */
@@ -49,27 +47,24 @@ public:
/** Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. */
virtual cFluidSimulatorData * CreateChunkData(void) = 0;
- bool IsFluidBlock (BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
+ bool IsFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_FluidBlock); }
bool IsStationaryFluidBlock(BLOCKTYPE a_BlockType) const { return (a_BlockType == m_StationaryFluidBlock); }
- bool IsAnyFluidBlock (BLOCKTYPE a_BlockType) const { return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock)); }
+ bool IsAnyFluidBlock(BLOCKTYPE a_BlockType) const
+ {
+ return ((a_BlockType == m_FluidBlock) || (a_BlockType == m_StationaryFluidBlock));
+ }
static bool CanWashAway(BLOCKTYPE a_BlockType);
- bool IsSolidBlock (BLOCKTYPE a_BlockType);
+ bool IsSolidBlock(BLOCKTYPE a_BlockType);
bool IsPassableForFluid(BLOCKTYPE a_BlockType);
/** Returns true if a_Meta1 is a higher fluid than a_Meta2. Takes source blocks into account. */
bool IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2);
-protected:
-
+ protected:
bool IsAllowedBlock(BLOCKTYPE a_BlockType);
- BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
+ BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
};
-
-
-
-
-