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Normalized comments.

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.
This commit is contained in:
madmaxoft
2014-07-17 22:15:34 +02:00
parent 7fff12bfac
commit 2423fbf2ef
173 changed files with 893 additions and 867 deletions

View File

@@ -75,12 +75,12 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
{
if (GetSpeed().EqualsEps(Vector3d(0, 0, 0), 0.0000001))
{
SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later
SetSpeed(GetLookVector().NormalizeCopy() * 0.1); // Ensure that no division by zero happens later
}
Vector3d Hit = a_HitPos;
Vector3d SinkMovement = (GetSpeed() / 1000);
Hit += SinkMovement * (0.0005 / SinkMovement.Length()); // Make arrow sink into block a centimetre so it lodges (but not to far so it goes black clientside)
Hit += SinkMovement * (0.0005 / SinkMovement.Length()); // Make arrow sink into block a centimetre so it lodges (but not to far so it goes black clientside)
super::OnHitSolidBlock(Hit, a_HitFace);
Vector3i BlockHit = Hit.Floor();
@@ -166,9 +166,9 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
// We can afford to do this because xoft's algorithm for trajectory is near perfect, so things are pretty close anyway without sync
// Besides, this seems to be what the vanilla server does, note how arrows teleport half a second after they hit to the server position
if (!m_HasTeleported) // Sent a teleport already, don't do again
if (!m_HasTeleported) // Sent a teleport already, don't do again
{
if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case
if (m_HitGroundTimer > 500.f) // Send after half a second, could be less, but just in case
{
m_World->BroadcastTeleportEntity(*this);
m_HasTeleported = true;
@@ -189,9 +189,9 @@ void cArrowEntity::Tick(float a_Dt, cChunk & a_Chunk)
return;
}
if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
{
m_IsInGround = false; // Yes, begin simulating physics again
m_IsInGround = false; // Yes, begin simulating physics again
}
}
}