Bulk clearing of whitespace
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@@ -35,7 +35,7 @@ void cNoteEntity::MakeSound(void)
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{
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char instrument;
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AString sampleName;
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switch (m_World->GetBlock(m_PosX, m_PosY - 1, m_PosZ))
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{
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case E_BLOCK_PLANKS:
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@@ -47,7 +47,7 @@ void cNoteEntity::MakeSound(void)
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sampleName = "note.bassattack";
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break;
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}
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case E_BLOCK_SAND:
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case E_BLOCK_GRAVEL:
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case E_BLOCK_SOULSAND:
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@@ -56,7 +56,7 @@ void cNoteEntity::MakeSound(void)
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sampleName = "note.snare";
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break;
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}
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case E_BLOCK_GLASS:
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case E_BLOCK_GLASS_PANE:
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case E_BLOCK_GLOWSTONE:
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@@ -89,7 +89,7 @@ void cNoteEntity::MakeSound(void)
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}
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m_World->BroadcastBlockAction(m_PosX, m_PosY, m_PosZ, static_cast<Byte>(instrument), static_cast<Byte>(m_Pitch), E_BLOCK_NOTE_BLOCK);
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// TODO: instead of calculating the power function over and over, make a precalculated table - there's only 24 pitches after all
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float calcPitch = static_cast<float>(pow(2.0f, static_cast<float>(m_Pitch - 12.0f) / 12.0f));
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m_World->BroadcastSoundEffect(
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