More style checking.
Spaces around some operators are checked.
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@@ -95,7 +95,7 @@ cWSSAnvil::cWSSAnvil(cWorld * a_World, int a_CompressionFactor) :
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{
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// Create a level.dat file for mapping tools, if it doesn't already exist:
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AString fnam;
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Printf(fnam, "%s/level.dat", a_World->GetName().c_str());
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Printf(fnam, "%s%clevel.dat", a_World->GetName().c_str(), cFile::PathSeparator);
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if (!cFile::Exists(fnam))
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{
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cFastNBTWriter Writer;
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@@ -251,7 +251,7 @@ cWSSAnvil::cMCAFile * cWSSAnvil::LoadMCAFile(const cChunkCoords & a_Chunk)
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// Load it anew:
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AString FileName;
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Printf(FileName, "%s/region", m_World->GetName().c_str());
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Printf(FileName, "%s%cregion", m_World->GetName().c_str(), cFile::PathSeparator);
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cFile::CreateFolder(FILE_IO_PREFIX + FileName);
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AppendPrintf(FileName, "/r.%d.%d.mca", RegionX, RegionZ);
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cMCAFile * f = new cMCAFile(FileName, RegionX, RegionZ);
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@@ -323,7 +323,7 @@ bool cWSSAnvil::SaveChunkToData(const cChunkCoords & a_Chunk, AString & a_Data)
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bool cWSSAnvil::LoadChunkFromNBT(const cChunkCoords & a_Chunk, const cParsedNBT & a_NBT)
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{
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// The data arrays, in MCA-native y/z/x ordering (will be reordered for the final chunk data)
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// The data arrays, in MCA-native y / z / x ordering (will be reordered for the final chunk data)
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cChunkDef::BlockTypes BlockTypes;
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cChunkDef::BlockNibbles MetaData;
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cChunkDef::BlockNibbles BlockLight;
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@@ -879,7 +879,7 @@ cBlockEntity * cWSSAnvil::LoadBeaconFromNBT(const cParsedNBT & a_NBT, int a_TagI
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Beacon->SetSecondaryEffect((cEntityEffect::eType)a_NBT.GetInt(CurrentLine));
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}
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// We are better than mojang, we load/save the beacon inventory!
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// We are better than mojang, we load / save the beacon inventory!
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int Items = a_NBT.FindChildByName(a_TagIdx, "Items");
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if ((Items >= 0) && (a_NBT.GetType(Items) == TAG_List))
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{
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