- Fixed a lot of alignment
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852e162f95
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720ae4f757
@ -196,7 +196,7 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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void cDispenserEntity::SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_Kind, Vector3d a_ShootVector)
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{
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if( a_Kind != cProjectileEntity::pkFireCharge )
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if (a_Kind != cProjectileEntity::pkFireCharge)
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{
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a_ShootVector.y = a_ShootVector.y + 1;
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}
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@ -209,14 +209,14 @@ Vector3d cDispenserEntity::GetShootVector(NIBBLETYPE & a_Meta)
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{
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switch(a_Meta)
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{
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case E_META_DROPSPENSER_FACING_YP: return Vector3d(0, 1, 0); // UP
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case E_META_DROPSPENSER_FACING_YM: return Vector3d(0, -1, 0); // DOWN
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case E_META_DROPSPENSER_FACING_YP: return Vector3d( 0, 1, 0); // UP
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case E_META_DROPSPENSER_FACING_YM: return Vector3d( 0, -1, 0); // DOWN
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case E_META_DROPSPENSER_FACING_XM: return Vector3d(-1, 0, 0); // WEST
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case E_META_DROPSPENSER_FACING_XP: return Vector3d(1, 0, 0); // EAST
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case E_META_DROPSPENSER_FACING_XM: return Vector3d(-1, 0, 0); // WEST
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case E_META_DROPSPENSER_FACING_XP: return Vector3d( 1, 0, 0); // EAST
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case E_META_DROPSPENSER_FACING_ZM: return Vector3d(0, 0, -1);
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case E_META_DROPSPENSER_FACING_ZP: return Vector3d(0, 0, 1);
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case E_META_DROPSPENSER_FACING_ZM: return Vector3d( 0, 0, -1);
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case E_META_DROPSPENSER_FACING_ZP: return Vector3d( 0, 0, 1);
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}
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return Vector3d(0, 1, 0);
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