Style: Normalized to no spaces before closing parenthesis.
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@@ -1116,7 +1116,7 @@ void cProtocol125::SendUpdateSign(
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void cProtocol125::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ )
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void cProtocol125::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ)
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{
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cCSLock Lock(m_CSPacket);
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WriteByte(PACKET_USE_BED);
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@@ -1135,7 +1135,7 @@ void cProtocol125::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_Bloc
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void cProtocol125::SendWeather(eWeather a_Weather)
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{
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cCSLock Lock(m_CSPacket);
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switch( a_Weather )
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switch (a_Weather)
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{
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case eWeather_Sunny:
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{
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@@ -1454,7 +1454,7 @@ int cProtocol125::ParseHandshake(void)
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LOGD("HANDSHAKE %s", Username.c_str());
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if (!m_Client->HandleHandshake( m_Username ))
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if (!m_Client->HandleHandshake( m_Username))
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{
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return PARSE_OK; // Player is not allowed into the server
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}
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@@ -1916,7 +1916,7 @@ void cProtocol125::WriteEntityMetadata(const cEntity & a_Entity)
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{
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WriteByte(0x51);
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// No idea how Mojang makes their carts shakey shakey, so here is a complicated one-liner expression that does something similar
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WriteInt( (((a_Entity.GetMaxHealth() / 2) - (a_Entity.GetHealth() - (a_Entity.GetMaxHealth() / 2))) * ((const cMinecart &)a_Entity).LastDamage()) * 4 );
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WriteInt( (((a_Entity.GetMaxHealth() / 2) - (a_Entity.GetHealth() - (a_Entity.GetMaxHealth() / 2))) * ((const cMinecart &)a_Entity).LastDamage()) * 4);
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WriteByte(0x52);
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WriteInt(1); // Shaking direction, doesn't seem to affect anything
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WriteByte(0x73);
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