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-rw-r--r--src/Simulator/FluidSimulator.cpp2
-rw-r--r--src/Simulator/RedstoneSimulator.cpp5
2 files changed, 3 insertions, 4 deletions
diff --git a/src/Simulator/FluidSimulator.cpp b/src/Simulator/FluidSimulator.cpp
index 72b2eb628..61c93ed73 100644
--- a/src/Simulator/FluidSimulator.cpp
+++ b/src/Simulator/FluidSimulator.cpp
@@ -166,14 +166,12 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
{
LowestPoint = Meta;
X = Pos->x;
- Pos->y; //Remove if no side effects
Z = Pos->z;
}
}else if(BlockID == E_BLOCK_AIR)
{
LowestPoint = 9; //This always dominates
X = Pos->x;
- Pos->y; //Remove if no side effects
Z = Pos->z;
}
diff --git a/src/Simulator/RedstoneSimulator.cpp b/src/Simulator/RedstoneSimulator.cpp
index 05badf0d4..6b7ae3196 100644
--- a/src/Simulator/RedstoneSimulator.cpp
+++ b/src/Simulator/RedstoneSimulator.cpp
@@ -1112,12 +1112,13 @@ bool cRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_Block
// Pistons cannot be powered through their front face; this function verifies that a source meets this requirement
int OldX = a_BlockX, OldY = a_BlockY, OldZ = a_BlockZ;
+ eBlockFace Face = cPiston::MetaDataToDirection(a_Meta);
for (PoweredBlocksList::const_iterator itr = m_PoweredBlocks.begin(); itr != m_PoweredBlocks.end(); ++itr)
{
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Meta); // Piston meta is based on what direction they face, so we can do this
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face);
if (!itr->a_SourcePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
@@ -1133,7 +1134,7 @@ bool cRedstoneSimulator::IsPistonPowered(int a_BlockX, int a_BlockY, int a_Block
{
if (!itr->a_BlockPos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { continue; }
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_Meta);
+ AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, Face);
if (!itr->a_MiddlePos.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{