Fix some of the comments in the PR tycho just did.
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@ -1,4 +1,3 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "IncrementalRedstoneSimulator.h"
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#include "IncrementalRedstoneSimulator.h"
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@ -686,15 +685,15 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B
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{
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{
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NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
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bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false); // Cache if repeater is on
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bool IsOn = ((a_MyState == E_BLOCK_REDSTONE_REPEATER_ON) ? true : false); // Cache if repeater is on.
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bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3); // Cache if repeater is pwoered
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bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3); // Cache if repeater is powered.
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bool IsLocked = IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3);
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bool IsLocked = IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta & 0x3); // Cache if repeater is locked.
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if (IsSelfPowered && !IsOn && !IsLocked) // Queue a power change if I am receiving power but not on
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if (IsSelfPowered && !IsOn && !IsLocked) // Queue a power change if powered, but not on and not locked.
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{
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{
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
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}
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}
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else if (!IsSelfPowered && IsOn && !IsLocked) // Queue a power change if I am not receiving power but on
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else if (!IsSelfPowered && IsOn && !IsLocked) // Queue a power change if unpowered, on, and not locked.
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{
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{
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
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QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
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}
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}
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@ -1225,7 +1224,6 @@ bool cIncrementalRedstoneSimulator::IsRepeaterPowered(int a_BlockX, int a_BlockY
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bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
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bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Meta)
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{
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{
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// Repeaters can be locked by either of their sides
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// Repeaters can be locked by either of their sides
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for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
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for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks->begin(); itr != m_PoweredBlocks->end(); ++itr)
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{
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{
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
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if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
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@ -1275,7 +1273,7 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY,
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}
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}
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}
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}
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}
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}
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return false; // Couldn't find power source behind repeater
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return false; // Repeater is not being powered from either side, therefore it is not locked.
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}
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}
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