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@ -176,12 +176,13 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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{
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switch(a_BlockType)
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{
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// Block handlers, alphabetically sorted:
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// Duplicate block handlers (two blocks use one handler), alphabetically sorted:
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case E_BLOCK_CHEST:
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case E_BLOCK_TRAPPED_CHEST: return new cBlockChestHandler(a_BlockType);
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case E_BLOCK_FURNACE:
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case E_BLOCK_LIT_FURNACE: return new cBlockFurnaceHandler(a_BlockType);
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// Block handlers, alphabetically sorted:
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case E_BLOCK_ACACIA_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_ACTIVATOR_RAIL: return new cBlockRailHandler (a_BlockType);
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case E_BLOCK_ANVIL: return new cBlockAnvilHandler (a_BlockType);
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@ -104,7 +104,7 @@ private:
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case E_BLOCK_ENCHANTMENT_TABLE:
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case E_BLOCK_END_PORTAL:
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case E_BLOCK_END_PORTAL_FRAME:
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// Ender chests can totally be pushed/pulled in MCS :)
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// Notice the lack of an E_BLOCK_ENDER_CHEST here; its because ender chests can totally be pushed/pulled in MCS :)
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case E_BLOCK_FURNACE:
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case E_BLOCK_LIT_FURNACE:
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case E_BLOCK_HOPPER:
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@ -1915,6 +1915,7 @@ void cIncrementalRedstoneSimulator::SetBlockPowered(int a_RelBlockX, int a_RelBl
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}
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// No need to get neighbouring chunk as we can guarantee that when something is powering us, the entry will be in our chunk
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// TODO: on C++11 support, change this to a llama function pased to a std::remove_if
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for (PoweredBlocksList::iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
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{
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if (
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@ -2077,6 +2078,8 @@ bool cIncrementalRedstoneSimulator::QueueRepeaterPowerChange(int a_RelBlockX, in
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void cIncrementalRedstoneSimulator::SetSourceUnpowered(int a_SourceX, int a_SourceY, int a_SourceZ, cChunk * a_Chunk, bool a_IsFirstCall)
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{
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// TODO: on C++11 support, change both of these to llama functions pased to a std::remove_if
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for (PoweredBlocksList::iterator itr = a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->begin(); itr != a_Chunk->GetRedstoneSimulatorPoweredBlocksList()->end();)
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{
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if (itr->a_SourcePos.Equals(Vector3i(a_SourceX, a_SourceY, a_SourceZ)))
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