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This was mostly done automatically and then visually inspected for obvious errors. All //-style comments should have a 2-space separation from the code, and 1 space after the comment sign.
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@@ -219,7 +219,7 @@ bool cHopperEntity::MovePickupsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
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}
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Vector3f EntityPos = a_Entity->GetPosition();
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Vector3f BlockPos(m_Pos.x + 0.5f, (float)m_Pos.y + 1, m_Pos.z + 0.5f); // One block above hopper, and search from center outwards
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Vector3f BlockPos(m_Pos.x + 0.5f, (float)m_Pos.y + 1, m_Pos.z + 0.5f); // One block above hopper, and search from center outwards
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double Distance = (EntityPos - BlockPos).Length();
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if (Distance < 0.5)
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@@ -243,7 +243,7 @@ bool cHopperEntity::MovePickupsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
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{
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m_bFoundPickupsAbove = true;
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m_Contents.SetSlot(i, Item);
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a_Pickup->Destroy(); // Kill pickup
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a_Pickup->Destroy(); // Kill pickup
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return true;
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}
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@@ -253,11 +253,11 @@ bool cHopperEntity::MovePickupsIn(cChunk & a_Chunk, Int64 a_CurrentTick)
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int PreviousCount = m_Contents.GetSlot(i).m_ItemCount;
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Item.m_ItemCount -= m_Contents.ChangeSlotCount(i, Item.m_ItemCount) - PreviousCount; // Set count to however many items were added
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Item.m_ItemCount -= m_Contents.ChangeSlotCount(i, Item.m_ItemCount) - PreviousCount; // Set count to however many items were added
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if (Item.IsEmpty())
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{
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a_Pickup->Destroy(); // Kill pickup if all items were added
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a_Pickup->Destroy(); // Kill pickup if all items were added
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}
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return true;
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}
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