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Fixed comments

This commit is contained in:
tonibm19 2013-12-24 18:41:49 +01:00
parent 85fc1478fa
commit 59f8068cf4

View File

@ -16,13 +16,13 @@ public:
virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override virtual void OnPlacedByPlayer(cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override
{ {
if (a_BlockY > 1) //Make sure server won't check for inexistent blocks (below y=0). if (a_BlockY > 1) // Make sure server won't check for inexistent blocks (below y=0).
{ {
int BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ); int BlockY1 = a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ);
int BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ);//We don't need to check this 2 blocks more than 1 time. int BlockY2 = a_World->GetBlock(a_BlockX, a_BlockY - 2, a_BlockZ); // We don't need to check this 2 blocks more than 1 time.
if if
( (
(BlockY1 == E_BLOCK_SNOW_BLOCK) && //If the first two blocks below the pumpkin are snow blocks, spawn a snow golem. (BlockY1 == E_BLOCK_SNOW_BLOCK) && // If the first two blocks below the pumpkin are snow blocks, spawn a snow golem.
(BlockY2 == E_BLOCK_SNOW_BLOCK) (BlockY2 == E_BLOCK_SNOW_BLOCK)
) )
{ {
@ -33,13 +33,13 @@ public:
} }
else if else if
( (
(BlockY1 == E_BLOCK_IRON_BLOCK) && //If the first two blocks below the pumpkin are iron blocks, spawn an iron golem. (BlockY1 == E_BLOCK_IRON_BLOCK) && // If the first two blocks below the pumpkin are iron blocks, spawn an iron golem.
(BlockY2 == E_BLOCK_IRON_BLOCK) (BlockY2 == E_BLOCK_IRON_BLOCK)
) )
{ {
if if
( (
(a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && //Check the first possible locations for arms. (a_World->GetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) && // Check the first possible locations for arms.
(a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK) (a_World->GetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ) == E_BLOCK_IRON_BLOCK)
) )
{ {
@ -47,12 +47,12 @@ public:
a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX + 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0); a_World->FastSetBlock(a_BlockX - 1, a_BlockY - 1, a_BlockZ, E_BLOCK_AIR, 0);
a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); //Set all blocks used for creation to air. a_World->FastSetBlock(a_BlockX, a_BlockY - 2, a_BlockZ, E_BLOCK_AIR, 0); // Set all blocks used for creation to air.
a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); //Spawn an iron golem. a_World->SpawnMob(a_BlockX + 0.5, a_BlockY - 2, a_BlockZ + 0.5, cMonster::mtIronGolem); // Spawn an iron golem.
} }
else if else if
( (
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && //Check the other possible locations. (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ + 1) == E_BLOCK_IRON_BLOCK) && // Check the other possible locations.
(a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK) (a_World->GetBlock(a_BlockX, a_BlockY - 1, a_BlockZ - 1) == E_BLOCK_IRON_BLOCK)
) )
{ {