Fixed basic whitespace problems.
Indenting by spaces and alignment by spaces, as well as trailing whitespace on non-empty lines.
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@@ -99,7 +99,7 @@ protected:
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{
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for (;;)
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{
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LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate",
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LOG("" SIZE_T_FMT " chunks to load, %d chunks to generate",
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m_World->GetStorage().GetLoadQueueLength(),
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m_World->GetGenerator().GetQueueLength()
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);
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@@ -2226,7 +2226,7 @@ void cWorld::SetChunkData(
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const NIBBLETYPE * a_BlockSkyLight,
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const cChunkDef::HeightMap * a_HeightMap,
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const cChunkDef::BiomeMap * a_BiomeMap,
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cEntityList & a_Entities,
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cEntityList & a_Entities,
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cBlockEntityList & a_BlockEntities,
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bool a_MarkDirty
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)
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@@ -2242,7 +2242,7 @@ void cWorld::SetChunkData(
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}
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m_ChunkMap->SetChunkData(
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a_ChunkX, a_ChunkZ,
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a_ChunkX, a_ChunkZ,
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a_BlockTypes, a_BlockMeta, a_BlockLight, a_BlockSkyLight,
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a_HeightMap, *Biomes,
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a_BlockEntities,
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@@ -2872,7 +2872,7 @@ void cWorld::RemoveEntity(cEntity * a_Entity)
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unsigned int cWorld::GetNumPlayers(void)
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{
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cCSLock Lock(m_CSPlayers);
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return m_Players.size();
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return m_Players.size();
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}
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*/
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@@ -2920,7 +2920,7 @@ void cWorld::TickQueuedBlocks(void)
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}
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else
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{
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m_BlockTickQueue.push_back(Block); // Keep the block in the queue
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m_BlockTickQueue.push_back(Block); // Keep the block in the queue
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}
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} // for itr - m_BlockTickQueueCopy[]
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}
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