Basic style fixes.
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@@ -74,7 +74,7 @@ cEntity::~cEntity()
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/*
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// DEBUG:
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LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
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LOGD("Deleting entity %d at pos {%.2f, %.2f, %.2f} ~ [%d, %d]; ptr %p",
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m_UniqueID,
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m_Pos.x, m_Pos.y, m_Pos.z,
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(int)(m_Pos.x / cChunkDef::Width), (int)(m_Pos.z / cChunkDef::Width),
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@@ -1090,7 +1090,7 @@ void cEntity::HandleAir(void)
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{
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if (m_AirTickTimer < 1)
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{
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// Damage player
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// Damage player
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TakeDamage(dtDrowning, NULL, 1, 1, 0);
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// Reset timer
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m_AirTickTimer = DROWNING_TICKS;
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@@ -1382,8 +1382,8 @@ void cEntity::SetMass(double a_Mass)
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}
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else
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{
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// Make sure that mass is not zero. 1g is the default because we
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// have to choose a number. It's perfectly legal to have a mass
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// Make sure that mass is not zero. 1g is the default because we
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// have to choose a number. It's perfectly legal to have a mass
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// less than 1g as long as is NOT equal or less than zero.
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m_Mass = 0.001;
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}
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@@ -1469,7 +1469,7 @@ void cEntity::SetWidth(double a_Width)
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void cEntity::AddPosX(double a_AddPosX)
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{
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m_Pos.x += a_AddPosX;
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m_Pos.x += a_AddPosX;
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}
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@@ -1477,7 +1477,7 @@ void cEntity::AddPosX(double a_AddPosX)
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void cEntity::AddPosY(double a_AddPosY)
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{
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m_Pos.y += a_AddPosY;
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m_Pos.y += a_AddPosY;
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}
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@@ -1485,7 +1485,7 @@ void cEntity::AddPosY(double a_AddPosY)
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void cEntity::AddPosZ(double a_AddPosZ)
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{
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m_Pos.z += a_AddPosZ;
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m_Pos.z += a_AddPosZ;
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}
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@@ -1495,7 +1495,7 @@ void cEntity::AddPosition(double a_AddPosX, double a_AddPosY, double a_AddPosZ)
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{
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m_Pos.x += a_AddPosX;
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m_Pos.y += a_AddPosY;
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m_Pos.z += a_AddPosZ;
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m_Pos.z += a_AddPosZ;
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}
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@@ -1505,7 +1505,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed
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{
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m_Speed.x += a_AddSpeedX;
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m_Speed.y += a_AddSpeedY;
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m_Speed.z += a_AddSpeedZ;
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m_Speed.z += a_AddSpeedZ;
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WrapSpeed();
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}
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@@ -1515,7 +1515,7 @@ void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeed
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void cEntity::AddSpeedX(double a_AddSpeedX)
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{
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m_Speed.x += a_AddSpeedX;
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m_Speed.x += a_AddSpeedX;
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WrapSpeed();
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}
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@@ -1525,7 +1525,7 @@ void cEntity::AddSpeedX(double a_AddSpeedX)
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void cEntity::AddSpeedY(double a_AddSpeedY)
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{
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m_Speed.y += a_AddSpeedY;
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m_Speed.y += a_AddSpeedY;
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WrapSpeed();
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}
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@@ -1535,7 +1535,7 @@ void cEntity::AddSpeedY(double a_AddSpeedY)
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void cEntity::AddSpeedZ(double a_AddSpeedZ)
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{
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m_Speed.z += a_AddSpeedZ;
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m_Speed.z += a_AddSpeedZ;
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WrapSpeed();
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}
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@@ -1590,7 +1590,7 @@ Vector3d cEntity::GetLookVector(void) const
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// Set position
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void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
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{
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m_Pos.Set(a_PosX, a_PosY, a_PosZ);
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m_Pos.Set(a_PosX, a_PosY, a_PosZ);
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}
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@@ -1599,7 +1599,7 @@ void cEntity::SetPosition(double a_PosX, double a_PosY, double a_PosZ)
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void cEntity::SetPosX(double a_PosX)
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{
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m_Pos.x = a_PosX;
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m_Pos.x = a_PosX;
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}
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@@ -1608,7 +1608,7 @@ void cEntity::SetPosX(double a_PosX)
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void cEntity::SetPosY(double a_PosY)
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{
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m_Pos.y = a_PosY;
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m_Pos.y = a_PosY;
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}
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