Bulk clearing of whitespace
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@@ -49,7 +49,7 @@ public:
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m_MinCoeff = LineCoeff;
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m_HitEntity = a_Entity;
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}
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// Don't break the enumeration, we want all the entities
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return false;
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}
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@@ -91,7 +91,7 @@ public:
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m_EntityExists = true;
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return false;
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}
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bool DoesExist(void) const { return m_EntityExists; }
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protected:
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bool m_EntityExists;
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@@ -153,7 +153,7 @@ void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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m_ParticlePos = (m_ParticlePos + (GetPosition() - m_ParticlePos) / 6);
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m_World->GetBroadcaster().BroadcastParticleEffect("splash", static_cast<Vector3f>(m_ParticlePos), Vector3f{}, 0, 15);
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}
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m_CountDownTime--;
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if (m_World->GetHeight(POSX_TOINT, POSZ_TOINT) == POSY_TOINT)
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{
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@@ -186,7 +186,7 @@ void cFloater::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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if ((GetSpeed().Length() > 4) && (m_AttachedMobID == cEntity::INVALID_ID))
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{
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cFloaterEntityCollisionCallback Callback(this, GetPosition(), GetPosition() + GetSpeed() / 20);
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a_Chunk.ForEachEntity(Callback);
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if (Callback.HasHit())
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{
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