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authorHowaner <franzi.moos@googlemail.com>2014-02-20 22:02:14 +0100
committerHowaner <franzi.moos@googlemail.com>2014-02-20 22:02:14 +0100
commit337c4e5cd4e666c34efeb6767fdf1357aa6d3bca (patch)
tree643fe74d10d09120d362de52b581548e20733f79 /src/Simulator/IncrementalRedstoneSimulator.cpp
parentRemove typeinfo import in IncrementalRedstoneSimulator (diff)
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Diffstat (limited to '')
-rw-r--r--src/Simulator/IncrementalRedstoneSimulator.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Simulator/IncrementalRedstoneSimulator.cpp b/src/Simulator/IncrementalRedstoneSimulator.cpp
index 4459f9c89..1637ac02a 100644
--- a/src/Simulator/IncrementalRedstoneSimulator.cpp
+++ b/src/Simulator/IncrementalRedstoneSimulator.cpp
@@ -337,13 +337,13 @@ void cIncrementalRedstoneSimulator::WakeUp(int a_BlockX, int a_BlockY, int a_Blo
((a_BlockX % cChunkDef::Width) >= 14) ||
((a_BlockZ % cChunkDef::Width) <= 1) ||
((a_BlockZ % cChunkDef::Width) >= 14)
- ) // Are we on a chunk boundary? \B1 2 because of LinkedPowered blocks
+ ) // Are we on a chunk boundary? ± 2 because of LinkedPowered blocks
{
// On a chunk boundary, alert all four sides (i.e. at least one neighbouring chunk)
AddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk);
// Pass the original coordinates, because when adding things to our simulator lists, we get the chunk that they are in, and therefore any updates need to preseve their position
- // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and \B1 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
+ // RedstoneAddBlock to pass both the neighbouring chunk and the chunk which the coordiantes are in and ± 2 in GetNeighbour() to accomodate for LinkedPowered blocks being 2 away from chunk boundaries
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX - 2, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX + 2, a_BlockZ), a_Chunk);
RedstoneAddBlock(a_BlockX, a_BlockY, a_BlockZ, a_Chunk->GetNeighborChunk(a_BlockX, a_BlockZ - 2), a_Chunk);