CheckBasicStyle: checks spaces around * and &.
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@@ -472,26 +472,26 @@ void cChunk::Stay(bool a_Stay)
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void cChunk::CollectMobCensus(cMobCensus& toFill)
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void cChunk::CollectMobCensus(cMobCensus & toFill)
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{
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toFill.CollectSpawnableChunk(*this);
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std::list<const Vector3d*> playerPositions;
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cPlayer* currentPlayer;
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for (cClientHandleList::iterator itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr)
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std::list<const Vector3d *> playerPositions;
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cPlayer * currentPlayer;
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for (auto itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr)
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{
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currentPlayer = (*itr)->GetPlayer();
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playerPositions.push_back(&(currentPlayer->GetPosition()));
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}
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Vector3d currentPosition;
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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for (auto itr = m_Entities.begin(); itr != m_Entities.end(); ++itr)
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{
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// LOGD("Counting entity #%i (%s)", (*itr)->GetUniqueID(), (*itr)->GetClass());
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if ((*itr)->IsMob())
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{
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cMonster& Monster = (cMonster&)(**itr);
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auto & Monster = reinterpret_cast<cMonster &>(**itr);
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currentPosition = Monster.GetPosition();
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for (std::list<const Vector3d*>::const_iterator itr2 = playerPositions.begin(); itr2 != playerPositions.end(); ++itr2)
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for (auto itr2 = playerPositions.cbegin(); itr2 != playerPositions.cend(); ++itr2)
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{
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toFill.CollectMob(Monster, *this, (currentPosition - **itr2).SqrLength());
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}
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@@ -531,7 +531,7 @@ void cChunk::GetRandomBlockCoords(int & a_X, int & a_Y, int & a_Z)
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void cChunk::SpawnMobs(cMobSpawner& a_MobSpawner)
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void cChunk::SpawnMobs(cMobSpawner & a_MobSpawner)
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{
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int CenterX, CenterY, CenterZ;
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GetRandomBlockCoords(CenterX, CenterY, CenterZ);
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@@ -1839,7 +1839,7 @@ bool cChunk::SetSignLines(int a_PosX, int a_PosY, int a_PosZ, const AString & a_
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void cChunk::RemoveBlockEntity( cBlockEntity* a_BlockEntity)
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void cChunk::RemoveBlockEntity(cBlockEntity * a_BlockEntity)
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{
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MarkDirty();
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m_BlockEntities.remove(a_BlockEntity);
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