Added extra space before comments
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@ -69,15 +69,15 @@ protected:
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if (cBlockInfo::IsSolid(a_BlockType))
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{
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// The projectile hit a solid block, calculate the exact hit coords:
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cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
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const Vector3d LineStart = m_Projectile->GetPosition(); // Start point for the imaginary line that goes through the block hit
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const Vector3d LineEnd = LineStart + m_Projectile->GetSpeed(); // End point for the imaginary line that goes through the block hit
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double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
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eBlockFace Face; // Face hit
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cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
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const Vector3d LineStart = m_Projectile->GetPosition(); // Start point for the imaginary line that goes through the block hit
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const Vector3d LineEnd = LineStart + m_Projectile->GetSpeed(); // End point for the imaginary line that goes through the block hit
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double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
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eBlockFace Face; // Face hit
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if (bb.CalcLineIntersection(LineStart, LineEnd, LineCoeff, Face))
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{
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Vector3d Intersection = LineStart + m_Projectile->GetSpeed() * LineCoeff; // Point where projectile goes into the hit block
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Vector3d Intersection = LineStart + m_Projectile->GetSpeed() * LineCoeff; // Point where projectile goes into the hit block
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if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile, a_BlockX, a_BlockY, a_BlockZ, Face, &Intersection))
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{
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