Style: Normalized spaces after if, for and while.
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@@ -865,14 +865,14 @@ void cWorld::TickMobs(float a_Dt)
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// move close mobs
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cMobProximityCounter::sIterablePair allCloseEnoughToMoveMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(-1, 64 * 16);// MG TODO : deal with this magic number (the 16 is the size of a block)
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for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allCloseEnoughToMoveMobs.m_Begin; itr != allCloseEnoughToMoveMobs.m_End; ++itr)
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for (cMobProximityCounter::tDistanceToMonster::const_iterator itr = allCloseEnoughToMoveMobs.m_Begin; itr != allCloseEnoughToMoveMobs.m_End; ++itr)
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{
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itr->second.m_Monster.Tick(a_Dt, itr->second.m_Chunk);
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}
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// remove too far mobs
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cMobProximityCounter::sIterablePair allTooFarMobs = MobCensus.GetProximityCounter().getMobWithinThosesDistances(128 * 16, -1);// MG TODO : deal with this magic number (the 16 is the size of a block)
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for(cMobProximityCounter::tDistanceToMonster::const_iterator itr = allTooFarMobs.m_Begin; itr != allTooFarMobs.m_End; ++itr)
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for (cMobProximityCounter::tDistanceToMonster::const_iterator itr = allTooFarMobs.m_Begin; itr != allTooFarMobs.m_End; ++itr)
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{
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itr->second.m_Monster.Destroy(true);
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}
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@@ -2469,7 +2469,7 @@ cPlayer * cWorld::FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit,
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{
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if (a_CheckLineOfSight)
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{
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if(!LineOfSight.Trace(a_Pos, (Pos - a_Pos), (int)(Pos - a_Pos).Length()))
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if (!LineOfSight.Trace(a_Pos, (Pos - a_Pos), (int)(Pos - a_Pos).Length()))
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{
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ClosestDistance = Distance;
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ClosestPlayer = *itr;
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