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Comments: Inverted Z axis.

-Comments fix, No code has been changed.
-Inverted the Z axis in the comments and changed all dependent comments accordingly.
-Added NORTH/SOUTH/EAST/WEST in addition to LEFT/RIGHT/UP/DOWN.
This commit is contained in:
wiseoldman95 2014-04-08 17:55:03 +03:00
parent c388b84267
commit fb90afd651

View File

@ -14,18 +14,19 @@
// Orientation mini guide: // Orientation mini guide:
/* /*
^
| |
| Z Axis | Z Axis
V
X Axis ----> X Axis ---->
Block Direction, and value of _World.GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ): Block Direction, and value of _World.GetBlockMeta(a_BlockX , a_BlockY, a_BlockZ):
Right (X+): 0x1 East (Right) (X+): 0x1
Left (X-): 0x3 West (Left) (X-): 0x3
Up (z+): 0x2 North (Up) (z-): 0x2
Down (z-): 0x0 South (Down) (z+): 0x0
//TODO: Define those in preprocessor and replace them everywhere in the entire project. //TODO: Define those in preprocessor and replace them everywhere in the entire project.
Sun rises from right (X+) Sun rises from right (X+)
@ -1232,14 +1233,14 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY,
case 0x0: case 0x0:
case 0x2: case 0x2:
{ {
//Check if right neighbor is a powered on repeater who is facing us. //Check if eastern(right) neighbor is a powered on repeater who is facing us.
if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a if (m_World.GetBlock(a_BlockX + 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) // Is right neighbor a
{ {
NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX + 1, a_BlockY, a_BlockZ) & 0x3;
if (otherRepeaterDir == 0x3) { return true; } //If so, I am latched/locked. if (otherRepeaterDir == 0x3) { return true; } //If so, I am latched/locked.
} }
//Check if left neighbor is a powered on repeater who is facing us. //Check if western(left) neighbor is a powered on repeater who is facing us.
if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON) if (m_World.GetBlock(a_BlockX - 1, a_BlockY, a_BlockZ) == E_BLOCK_REDSTONE_REPEATER_ON)
{ {
NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX -1, a_BlockY, a_BlockZ) & 0x3;
@ -1253,14 +1254,14 @@ bool cIncrementalRedstoneSimulator::IsRepeaterLocked(int a_BlockX, int a_BlockY,
case 0x1: case 0x1:
case 0x3: case 0x3:
{ {
//Check if upper neighbor is a powered on repeater who is facing us. //Check if southern(down) neighbor is a powered on repeater who is facing us.
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON) if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ + 1) == E_BLOCK_REDSTONE_REPEATER_ON)
{ {
NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ + 1) & 0x3;
if (otherRepeaterDir == 0x0) { return true; } //If so, am latched/locked. if (otherRepeaterDir == 0x0) { return true; } //If so, am latched/locked.
} }
//Check if bottom neighbor is a powered on repeater who is facing us. //Check if northern(up) neighbor is a powered on repeater who is facing us.
if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON) if (m_World.GetBlock(a_BlockX, a_BlockY, a_BlockZ -1) == E_BLOCK_REDSTONE_REPEATER_ON)
{ {
NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3; NIBBLETYPE otherRepeaterDir = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ - 1) & 0x3;