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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

@@ -272,7 +272,7 @@ void cEntity::SetYawFromSpeed(void)
void cEntity::SetPitchFromSpeed(void)
{
const double EPS = 0.0000001;
double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component
double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z); // Speed XZ-plane component
if ((abs(xz) < EPS) && (abs(m_Speed.y) < EPS))
{
// atan2() may overflow or is undefined, pick any number
@@ -316,7 +316,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
{
a_TDI.FinalDamage += 2;
m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
m_World->BroadcastEntityAnimation(*this, 4); // Critical hit
}
}
@@ -332,7 +332,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
m_Health = 0;
}
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs
if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != NULL)) // Knockback for only players and mobs
{
int KnockbackLevel = 0;
if (a_TDI.Attacker->GetEquippedWeapon().m_ItemType == E_ITEM_BOW)
@@ -767,11 +767,11 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
NextSpeed.x *= 0.25;
NextSpeed.z *= 0.25;
}
//Get water direction
// Get water direction
Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);
m_WaterSpeed *= 0.9f; //Reduce speed each tick
m_WaterSpeed *= 0.9f; // Reduce speed each tick
switch(WaterDir)
{
@@ -828,7 +828,7 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f;
if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f;
if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground
if (Tracer.HitNormal.y == 1) // Hit BLOCK_FACE_YP, we are on the ground
{
m_bOnGround = true;
}
@@ -1095,9 +1095,9 @@ void cEntity::HandleAir(void)
if (IsSubmerged())
{
if (!IsPlayer()) // Players control themselves
if (!IsPlayer()) // Players control themselves
{
SetSpeedY(1); // Float in the water
SetSpeedY(1); // Float in the water
}
// Either reduce air level or damage player
@@ -1266,9 +1266,9 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
int DiffY = (int)(floor(GetPosY() * 32.0) - floor(m_LastPos.y * 32.0));
int DiffZ = (int)(floor(GetPosZ() * 32.0) - floor(m_LastPos.z * 32.0));
if ((DiffX != 0) || (DiffY != 0) || (DiffZ != 0)) // Have we moved?
if ((DiffX != 0) || (DiffY != 0) || (DiffZ != 0)) // Have we moved?
{
if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte
if ((abs(DiffX) <= 127) && (abs(DiffY) <= 127) && (abs(DiffZ) <= 127)) // Limitations of a Byte
{
// Difference within Byte limitations, use a relative move packet
if (m_bDirtyOrientation)
@@ -1288,7 +1288,7 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
// Too big a movement, do a teleport
m_World->BroadcastTeleportEntity(*this, a_Exclude);
m_LastPos = GetPosition(); // See above
m_LastPos = GetPosition(); // See above
m_bDirtyOrientation = false;
}
}
@@ -1587,7 +1587,7 @@ void cEntity::SteerVehicle(float a_Forward, float a_Sideways)
//////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
Vector3d cEntity::GetLookVector(void) const
{
@@ -1601,7 +1601,7 @@ Vector3d cEntity::GetLookVector(void) const
//////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Set position
void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
{