1
0

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

@@ -62,7 +62,7 @@ static const struct
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// cMonster:
cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
@@ -120,7 +120,7 @@ void cMonster::TickPathFinding()
std::vector<Vector3d> m_PotentialCoordinates;
m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ));
static const struct // Define which directions to try to move to
static const struct // Define which directions to try to move to
{
int x, z;
} gCrossCoords[] =
@@ -301,12 +301,12 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
if (DoesPosYRequireJump((int)floor(m_Destination.y)))
{
m_bOnGround = false;
AddSpeedY(5.2); // Jump!!
AddSpeedY(5.2); // Jump!!
}
}
Vector3f Distance = m_Destination - GetPosition();
if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
{
Distance.y = 0;
Distance.Normalize();
@@ -325,20 +325,20 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
AddSpeedZ(Distance.z);
if (m_EMState == ESCAPING)
{ //Runs Faster when escaping :D otherwise they just walk away
{ // Runs Faster when escaping :D otherwise they just walk away
SetSpeedX (GetSpeedX() * 2.f);
SetSpeedZ (GetSpeedZ() * 2.f);
}
}
else
{
if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
{
FinishPathFinding();
}
else
{
TickPathFinding(); // We have reached the next point in our path, calculate another point
TickPathFinding(); // We have reached the next point in our path, calculate another point
}
}
}
@@ -570,8 +570,8 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI)
//Checks to see if EventSeePlayer should be fired
//monster sez: Do I see the player
// Checks to see if EventSeePlayer should be fired
// monster sez: Do I see the player
void cMonster::CheckEventSeePlayer(void)
{
// TODO: Rewrite this to use cWorld's DoWithPlayers()
@@ -631,7 +631,7 @@ void cMonster::InStateIdle(float a_Dt)
{
if (m_bMovingToDestination)
{
return; // Still getting there
return; // Still getting there
}
m_IdleInterval += a_Dt;
@@ -640,7 +640,7 @@ void cMonster::InStateIdle(float a_Dt)
{
// At this interval the results are predictable
int rem = m_World->GetTickRandomNumber(6) + 1;
m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = (double)m_World->GetTickRandomNumber(10) - 5;
@@ -928,7 +928,7 @@ cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType)
case mtWitch: toReturn = new cWitch(); break;
case mtWither: toReturn = new cWither(); break;
case mtWolf: toReturn = new cWolf(); break;
case mtZombie: toReturn = new cZombie(false); break; // TODO: Infected zombie parameter
case mtZombie: toReturn = new cZombie(false); break; // TODO: Infected zombie parameter
case mtZombiePigman: toReturn = new cZombiePigman(); break;
default:
{