- Prefixed all args with "a_"
- Added braces around the cases.
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@ -196,15 +196,15 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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void cDispenserEntity::SpawnProjectileFromDispenser(cChunk & a_Chunk, int & DispX, int & DispY, int & DispZ, cProjectileEntity::eKind kind)
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void cDispenserEntity::SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind)
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{
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Vector3d Angle = GetProjectileLookVector(a_Chunk);
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cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(DispX, DispZ);
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cChunk * DispChunk = a_Chunk.GetRelNeighborChunkAdjustCoords(a_DispX, a_DispZ);
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double EntityX = 0.5 + (DispX + DispChunk->GetPosX() * cChunkDef::Width);
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double EntityZ = 0.5 + (DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
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double EntityX = 0.5 + (a_DispX + DispChunk->GetPosX() * cChunkDef::Width);
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double EntityZ = 0.5 + (a_DispZ + DispChunk->GetPosZ() * cChunkDef::Width);
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m_World->CreateProjectile((double) EntityX, (double) DispY + 0.5, (double) EntityZ, kind, NULL, NULL, &Angle);
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m_World->CreateProjectile((double) EntityX, (double) a_DispY + 0.5, (double) EntityZ, a_kind, NULL, NULL, &Angle);
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}
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@ -219,16 +219,20 @@ Vector3d cDispenserEntity::GetProjectileLookVector(cChunk & a_Chunk)
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switch (Meta)
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{
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case E_META_DROPSPENSER_FACING_YP:
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{
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m.Init(Vector3d(), 0, 180, 0);
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Look = m.Transform(Vector3d(0, 1, 0));
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return Look * 20; // UP
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}
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case E_META_DROPSPENSER_FACING_YM:
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{
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m.Init(Vector3d(), 0, -360, 0);
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Look = m.Transform(Vector3d(0, -1, 0));
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return Look * 20;; // DOWN
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}
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case E_META_DROPSPENSER_FACING_XM: Direction = 90; break; // WEST
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case E_META_DROPSPENSER_FACING_XP: Direction = 270; break; // EAST
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@ -30,7 +30,7 @@ private:
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bool ScoopUpLiquid(int a_SlotNum, short a_BucketItemType);
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// Spawns a projectile of the given kind in front of the dispenser
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void SpawnProjectileFromDispenser(cChunk & a_Chunk, int & DispX, int & DispY, int & DispZ, cProjectileEntity::eKind kind);
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void SpawnProjectileFromDispenser(cChunk & a_Chunk, int & a_DispX, int & a_DispY, int & a_DispZ, cProjectileEntity::eKind a_kind);
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// Returns how to aim the projectile
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Vector3d GetProjectileLookVector(cChunk & a_Chunk);
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