Fixed spaces around single-line comments.
There should be at least two spaces in front and one space after //-style comments.
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@@ -20,7 +20,7 @@
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#include "Entities/Pickup.h"
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#ifndef _WIN32
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#include <cstdlib> // abs
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#include <cstdlib> // abs
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#endif
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#include "zlib/zlib.h"
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@@ -33,14 +33,15 @@
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////////////////////////////////////////////////////////////////////////////////
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// cChunkMap:
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cChunkMap::cChunkMap(cWorld * a_World )
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: m_World( a_World ),
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cChunkMap::cChunkMap(cWorld * a_World) :
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m_World(a_World),
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m_Pool(
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new cListAllocationPool<cChunkData::sChunkSection, 1600>(
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std::auto_ptr<cAllocationPool<cChunkData::sChunkSection>::cStarvationCallbacks>(
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new cStarvationCallbacks())
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new cStarvationCallbacks()
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)
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)
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)
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{
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}
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@@ -1873,15 +1874,15 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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default:
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{
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if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups
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if (m_World->GetTickRandomNumber(100) <= 25) // 25% chance of pickups
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{
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cItems Drops;
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cBlockHandler * Handler = BlockHandler(Block);
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Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
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Handler->ConvertToPickups(Drops, area.GetBlockMeta(bx + x, by + y, bz + z)); // Stone becomes cobblestone, coal ore becomes coal, etc.
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m_World->SpawnItemPickups(Drops, bx + x, by + y, bz + z);
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}
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else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
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else if ((m_World->GetTNTShrapnelLevel() > slNone) && (m_World->GetTickRandomNumber(100) < 20)) // 20% chance of flinging stuff around
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{
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if (!cBlockInfo::FullyOccupiesVoxel(Block))
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{
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@@ -1921,7 +1922,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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{
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if (a_Entity->IsPickup())
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{
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if (((cPickup *)a_Entity)->GetAge() < 20) // If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned)
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if (((cPickup *)a_Entity)->GetAge() < 20) // If pickup age is smaller than one second, it is invincible (so we don't kill pickups that were just spawned)
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{
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return false;
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}
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@@ -1930,7 +1931,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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Vector3d EntityPos = a_Entity->GetPosition();
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cBoundingBox bbEntity(EntityPos, a_Entity->GetWidth() / 2, a_Entity->GetHeight());
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if (!m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround
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if (!m_bbTNT.IsInside(bbEntity)) // IsInside actually acts like DoesSurround
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{
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return false;
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}
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@@ -1953,7 +1954,7 @@ void cChunkMap::DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_
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else if (FinalDamage < 0)
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FinalDamage = 0;
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if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
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if (!a_Entity->IsTNT() && !a_Entity->IsFallingBlock()) // Don't apply damage to other TNT entities and falling blocks, they should be invincible
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{
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a_Entity->TakeDamage(dtExplosion, NULL, (int)FinalDamage, 0);
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}
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@@ -2733,7 +2734,7 @@ cChunkMap::cChunkLayer::~cChunkLayer()
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for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
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{
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delete m_Chunks[i];
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m_Chunks[i] = NULL; // // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data
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m_Chunks[i] = NULL; // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data
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} // for i - m_Chunks[]
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}
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