Comment and code style fix
+ Add static keyword - Don't capture everything in lambda
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@@ -137,14 +137,15 @@ void cMobSpawnerEntity::SpawnEntity(void)
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return;
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}
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bool EntitiesSpawned = m_World->DoWithChunk(GetChunkX(), GetChunkZ(), [&](cChunk & a_Chunk)
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bool EntitiesSpawned = m_World->DoWithChunk(GetChunkX(), GetChunkZ(), [this, NearbyEntities](cChunk & a_Chunk)
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{
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auto & Random = GetRandomProvider();
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auto EntitySpawnTally = NearbyEntities;
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bool HaveSpawnedEntity = false;
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for (short I = 0; I < m_SpawnCount; I++)
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{
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if (NearbyEntities >= m_MaxNearbyEntities)
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if (EntitySpawnTally >= m_MaxNearbyEntities)
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{
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break;
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}
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@@ -177,7 +178,7 @@ void cMobSpawnerEntity::SpawnEntity(void)
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{
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HaveSpawnedEntity = true;
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m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_MOBSPAWN, AbsPos, 0);
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NearbyEntities++;
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EntitySpawnTally++;
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}
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}
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}
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@@ -199,7 +200,7 @@ int cMobSpawnerEntity::GetNearbyPlayersNum(void)
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{
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int NumPlayers = 0;
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auto Callback = [&] (cEntity & a_Entity)
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auto Callback = [this, &NumPlayers](cEntity & a_Entity)
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{
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if (!a_Entity.IsPlayer())
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{
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@@ -212,8 +213,7 @@ int cMobSpawnerEntity::GetNearbyPlayersNum(void)
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return false;
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};
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auto PlayerBoundingBox = cBoundingBox(Vector3d(m_Pos.x, m_Pos.y - m_RequiredPlayerRange, m_Pos.z), m_RequiredPlayerRange, m_RequiredPlayerRange * 2);
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const cBoundingBox PlayerBoundingBox(Vector3d(m_Pos.x, m_Pos.y - m_RequiredPlayerRange, m_Pos.z), m_RequiredPlayerRange, m_RequiredPlayerRange * 2);
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m_World->ForEachEntityInBox(PlayerBoundingBox, Callback);
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return NumPlayers;
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@@ -227,7 +227,7 @@ int cMobSpawnerEntity::GetNearbyMonsterNum(eMonsterType a_EntityType)
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{
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int NumEntities = 0;
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auto Callback = [&] (cEntity & a_Entity)
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auto Callback = [this, &NumEntities](cEntity & a_Entity)
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{
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if (!a_Entity.IsMob())
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{
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@@ -242,13 +242,8 @@ int cMobSpawnerEntity::GetNearbyMonsterNum(eMonsterType a_EntityType)
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return false;
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};
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auto EntityBoundingBox = cBoundingBox(Vector3d(m_Pos.x, m_Pos.y - 4, m_Pos.z), m_SpawnRange, 8);
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const cBoundingBox EntityBoundingBox(Vector3d(m_Pos.x, m_Pos.y - 4, m_Pos.z), m_SpawnRange, 8);
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m_World->ForEachEntityInBox(EntityBoundingBox, Callback);
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return NumEntities;
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}
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