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authorAlexander Harkness <bearbin@gmail.com>2014-04-07 20:20:37 +0200
committerAlexander Harkness <bearbin@gmail.com>2014-04-07 20:20:37 +0200
commit20a12beec301c15fec9356563f8327a691440f8a (patch)
tree898915574238863d7c43ac1bef80edc5ba4b8b05 /src
parentFixed some more minor issues with the redstone simulator. (diff)
parentFixed IsOn (diff)
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Diffstat (limited to '')
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index f12c29211..8f82c454e 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -685,19 +685,19 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_BlockX, int a_B
{
// Create a variable holding my meta to avoid multiple lookups.
NIBBLETYPE a_Meta = m_World.GetBlockMeta(a_BlockX, a_BlockY, a_BlockZ);
-
- // Do the same for being on, self powered or locked.
- bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
- bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
- bool IsLocked = IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
-
- if (IsSelfPowered && !IsOn && !IsLocked) // Queue a power change if powered, but not on and not locked.
- {
- QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
- }
- else if (!IsSelfPowered && IsOn && !IsLocked) // Queue a power change if unpowered, on, and not locked.
- {
- QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
+ bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
+
+ if (!IsRepeaterLocked(a_BlockX, a_BlockY, a_BlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
+ {
+ bool IsSelfPowered = IsRepeaterPowered(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
+ if (IsSelfPowered && !IsOn) // Queue a power change if powered, but not on and not locked.
+ {
+ QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, true);
+ }
+ else if (!IsSelfPowered && IsOn) // Queue a power change if unpowered, on, and not locked.
+ {
+ QueueRepeaterPowerChange(a_BlockX, a_BlockY, a_BlockZ, a_Meta, false);
+ }
}
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); ++itr)