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.
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@@ -36,7 +36,7 @@ bool cWolf::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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m_IsAngry = true;
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}
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m_World->BroadcastEntityMetadata(*this); // Broadcast health and possibly angry face
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m_World->BroadcastEntityMetadata(*this); // Broadcast health and possibly angry face
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return true;
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}
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@@ -114,7 +114,7 @@ void cWolf::OnRightClicked(cPlayer & a_Player)
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}
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case E_ITEM_DYE:
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{
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if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog?
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if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog?
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{
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SetCollarColor(15 - a_Player.GetEquippedItem().m_ItemDamage);
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if (!a_Player.IsGameModeCreative())
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@@ -126,7 +126,7 @@ void cWolf::OnRightClicked(cPlayer & a_Player)
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}
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default:
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{
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if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog?
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if (a_Player.GetName() == m_OwnerName) // Is the player the owner of the dog?
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{
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SetIsSitting(!IsSitting());
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}
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@@ -172,7 +172,7 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
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m_World->BroadcastEntityMetadata(*this);
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}
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m_FinalDestination = a_Closest_Player->GetPosition(); // So that we will look at a player holding food
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m_FinalDestination = a_Closest_Player->GetPosition(); // So that we will look at a player holding food
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// Don't move to the player if the wolf is sitting.
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if (!IsSitting())
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