Fixed tabs used for alignment.
This commit is contained in:
parent
d0cc9aedb3
commit
c03161f75d
@ -33,8 +33,8 @@ public:
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if ((BlockBeforePlacement == E_BLOCK_SNOW) && (MetaBeforePlacement < 7))
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{
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// Only increment if:
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// A snow block was already there (not first time placement) AND
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// Height is smaller than 7, the maximum possible height
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// - A snow block was already there (not first time placement) AND
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// - Height is smaller than 7, the maximum possible height
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MetaBeforePlacement++;
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}
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@ -345,7 +345,7 @@ bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
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switch (KnockbackLevel)
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{
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case 1: AdditionalSpeed.Set(5, 0.3, 5); break;
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case 2: AdditionalSpeed.Set(8, 0.3, 8); break;
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case 2: AdditionalSpeed.Set(8, 0.3, 8); break;
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default: break;
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}
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AddSpeed(a_TDI.Knockback + AdditionalSpeed);
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@ -485,7 +485,7 @@ protected:
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/// Whether the entity is capable of taking fire or lava damage.
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bool m_IsFireproof;
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/// Time, in ticks, since the last damage dealt by being on fire. Valid only if on fire (IsOnFire())
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int m_TicksSinceLastBurnDamage;
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@ -6,7 +6,7 @@
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cExpOrb::cExpOrb(double a_X, double a_Y, double a_Z, int a_Reward)
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: cEntity(etExpOrb, a_X, a_Y, a_Z, 0.98, 0.98)
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: cEntity(etExpOrb, a_X, a_Y, a_Z, 0.98, 0.98)
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, m_Reward(a_Reward)
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, m_Timer(0.f)
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{
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@ -19,7 +19,7 @@ cExpOrb::cExpOrb(double a_X, double a_Y, double a_Z, int a_Reward)
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cExpOrb::cExpOrb(const Vector3d & a_Pos, int a_Reward)
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: cEntity(etExpOrb, a_Pos.x, a_Pos.y, a_Pos.z, 0.98, 0.98)
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: cEntity(etExpOrb, a_Pos.x, a_Pos.y, a_Pos.z, 0.98, 0.98)
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, m_Reward(a_Reward)
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, m_Timer(0.f)
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{
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@ -10,7 +10,7 @@
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cHangingEntity::cHangingEntity(eEntityType a_EntityType, eBlockFace a_BlockFace, double a_X, double a_Y, double a_Z)
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: cEntity(a_EntityType, a_X, a_Y, a_Z, 0.8, 0.8)
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: cEntity(a_EntityType, a_X, a_Y, a_Z, 0.8, 0.8)
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, m_BlockFace(a_BlockFace)
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{
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SetMaxHealth(1);
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@ -10,7 +10,7 @@
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cItemFrame::cItemFrame(eBlockFace a_BlockFace, double a_X, double a_Y, double a_Z)
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: cHangingEntity(etItemFrame, a_BlockFace, a_X, a_Y, a_Z)
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: cHangingEntity(etItemFrame, a_BlockFace, a_X, a_Y, a_Z)
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, m_Item(E_BLOCK_AIR)
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, m_Rotation(0)
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{
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@ -85,7 +85,7 @@ protected:
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cPickup::cPickup(double a_PosX, double a_PosY, double a_PosZ, const cItem & a_Item, bool IsPlayerCreated, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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: cEntity(etPickup, a_PosX, a_PosY, a_PosZ, 0.2, 0.2)
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: cEntity(etPickup, a_PosX, a_PosY, a_PosZ, 0.2, 0.2)
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, m_Timer(0.f)
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, m_Item(a_Item)
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, m_bCollected(false)
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@ -32,7 +32,7 @@ public:
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virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
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bool CollectedBy(cPlayer * a_Dest); // tolua_export
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bool CollectedBy(cPlayer * a_Dest); // tolua_export
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virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
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@ -1347,7 +1347,7 @@ void cPlayer::SetVisible(bool a_bVisible)
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if (!a_bVisible && m_bVisible)
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{
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m_bVisible = false;
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m_World->BroadcastDestroyEntity(*this, m_ClientHandle); // Destroy on all clients
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m_World->BroadcastDestroyEntity(*this, m_ClientHandle); // Destroy on all clients
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}
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}
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@ -1455,7 +1455,7 @@ bool cPlayer::IsInGroup( const AString & a_Group )
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void cPlayer::ResolvePermissions()
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{
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m_ResolvedPermissions.clear(); // Start with an empty map yo~
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m_ResolvedPermissions.clear(); // Start with an empty map
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// Copy all player specific permissions into the resolved permissions map
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for( PermissionMap::iterator itr = m_Permissions.begin(); itr != m_Permissions.end(); ++itr )
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@ -1483,7 +1483,7 @@ void cPlayer::ResolveGroups()
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m_ResolvedGroups.clear();
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// Get a complete resolved list of all groups the player is in
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std::map< cGroup*, bool > AllGroups; // Use a map, because it's faster than iterating through a list to find duplicates
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std::map< cGroup*, bool > AllGroups; // Use a map, because it's faster than iterating through a list to find duplicates
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GroupList ToIterate;
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for( GroupList::iterator GroupItr = m_Groups.begin(); GroupItr != m_Groups.end(); ++GroupItr )
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{
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@ -1501,7 +1501,7 @@ void cPlayer::ResolveGroups()
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else
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{
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AllGroups[ CurrentGroup ] = true;
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m_ResolvedGroups.push_back( CurrentGroup ); // Add group to resolved list
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m_ResolvedGroups.push_back( CurrentGroup ); // Add group to resolved list
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const cGroup::GroupList & Inherits = CurrentGroup->GetInherits();
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for( cGroup::GroupList::const_iterator itr = Inherits.begin(); itr != Inherits.end(); ++itr )
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{
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@ -119,11 +119,11 @@ public:
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void SetTouchGround( bool a_bTouchGround );
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inline void SetStance( const double a_Stance ) { m_Stance = a_Stance; }
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double GetEyeHeight(void) const; // tolua_export
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Vector3d GetEyePosition(void) const; // tolua_export
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double GetEyeHeight(void) const; // tolua_export
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Vector3d GetEyePosition(void) const; // tolua_export
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inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
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inline double GetStance(void) const { return GetPosY() + 1.62; } // tolua_export // TODO: Proper stance when crouching etc.
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inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
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inline cInventory & GetInventory(void) { return m_Inventory; } // tolua_export
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inline const cInventory & GetInventory(void) const { return m_Inventory; }
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/** Gets the contents of the player's associated enderchest */
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@ -239,15 +239,15 @@ public:
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typedef std::list< std::string > StringList;
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/** Adds a player to existing group or creates a new group when it doesn't exist */
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void AddToGroup( const AString & a_GroupName ); // tolua_export
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void AddToGroup( const AString & a_GroupName ); // tolua_export
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/** Removes a player from the group, resolves permissions and group inheritance (case sensitive) */
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void RemoveFromGroup( const AString & a_GroupName ); // tolua_export
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void RemoveFromGroup( const AString & a_GroupName ); // tolua_export
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bool HasPermission( const AString & a_Permission ); // tolua_export
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const GroupList & GetGroups() { return m_Groups; } // >> EXPORTED IN MANUALBINDINGS <<
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StringList GetResolvedPermissions(); // >> EXPORTED IN MANUALBINDINGS <<
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bool IsInGroup( const AString & a_Group ); // tolua_export
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bool HasPermission( const AString & a_Permission ); // tolua_export
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const GroupList & GetGroups() { return m_Groups; } // >> EXPORTED IN MANUALBINDINGS <<
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StringList GetResolvedPermissions(); // >> EXPORTED IN MANUALBINDINGS <<
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bool IsInGroup( const AString & a_Group ); // tolua_export
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// tolua_begin
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@ -326,10 +326,10 @@ public:
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virtual void Killed(cEntity * a_Victim) override;
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void Respawn(void); // tolua_export
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void Respawn(void); // tolua_export
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void SetVisible( bool a_bVisible ); // tolua_export
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bool IsVisible(void) const { return m_bVisible; } // tolua_export
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void SetVisible( bool a_bVisible ); // tolua_export
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bool IsVisible(void) const { return m_bVisible; } // tolua_export
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/** Moves the player to the specified world.
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Returns true if successful, false on failure (world not found). */
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@ -345,7 +345,7 @@ public:
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Returns true on success, false on failure. */
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bool LoadFromFile(const AString & a_FileName);
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void LoadPermissionsFromDisk(void); // tolua_export
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void LoadPermissionsFromDisk(void); // tolua_export
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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@ -555,14 +555,14 @@ AString cCaveTunnel::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) cons
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{
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AString SVG;
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SVG.reserve(m_Points.size() * 20 + 200);
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#%06x;stroke-width:1px;\"\nd=\"", a_Color);
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char Prefix = 'M'; // The first point needs "M" prefix, all the others need "L"
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for (cCaveDefPoints::const_iterator itr = m_Points.begin(); itr != m_Points.end(); ++itr)
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{
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#%06x;stroke-width:1px;\"\nd=\"", a_Color);
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char Prefix = 'M'; // The first point needs "M" prefix, all the others need "L"
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for (cCaveDefPoints::const_iterator itr = m_Points.begin(); itr != m_Points.end(); ++itr)
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{
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AppendPrintf(SVG, "%c %d,%d ", Prefix, a_OffsetX + itr->m_BlockX, a_OffsetZ + itr->m_BlockZ);
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Prefix = 'L';
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}
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SVG.append("\"/>\n");
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}
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SVG.append("\"/>\n");
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return SVG;
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}
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#endif // _DEBUG
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@ -228,10 +228,10 @@ void cChunkGenerator::Execute(void)
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continue;
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}
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cChunkCoords coords = m_Queue.front(); // Get next coord from queue
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m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
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cChunkCoords coords = m_Queue.front(); // Get next coord from queue
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m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
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bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
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Lock.Unlock(); // Unlock ASAP
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Lock.Unlock(); // Unlock ASAP
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m_evtRemoved.Set();
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// Display perf info once in a while:
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@ -199,7 +199,7 @@ protected:
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// cFinishGen override:
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virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
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/// Tries to place a spring at the specified coords, checks neighbors. Returns true if successful
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/// Tries to place a spring at the specified coords, checks neighbors. Returns true if successful
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bool TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int y, int z);
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} ;
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@ -283,25 +283,25 @@ void cStructGenRavines::cRavine::FinishLinear(void)
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AString cStructGenRavines::cRavine::ExportAsSVG(int a_Color, int a_OffsetX, int a_OffsetZ) const
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{
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AString SVG;
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#%06x;stroke-width:1px;\"\nd=\"", a_Color);
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char Prefix = 'M'; // The first point needs "M" prefix, all the others need "L"
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for (cRavDefPoints::const_iterator itr = m_Points.begin(); itr != m_Points.end(); ++itr)
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{
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#%06x;stroke-width:1px;\"\nd=\"", a_Color);
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char Prefix = 'M'; // The first point needs "M" prefix, all the others need "L"
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for (cRavDefPoints::const_iterator itr = m_Points.begin(); itr != m_Points.end(); ++itr)
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{
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AppendPrintf(SVG, "%c %d,%d ", Prefix, a_OffsetX + itr->m_BlockX, a_OffsetZ + itr->m_BlockZ);
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Prefix = 'L';
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}
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SVG.append("\"/>\n");
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// Base point highlight:
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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}
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SVG.append("\"/>\n");
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// Base point highlight:
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_OriginX - 5, a_OffsetZ + m_OriginZ, a_OffsetX + m_OriginX + 5, a_OffsetZ + m_OriginZ
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);
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#ff0000;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_OriginX, a_OffsetZ + m_OriginZ - 5, a_OffsetX + m_OriginX, a_OffsetZ + m_OriginZ + 5
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);
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// A gray line from the base point to the first point of the ravine, for identification:
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#cfcfcf;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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AppendPrintf(SVG, "<path style=\"fill:none;stroke:#cfcfcf;stroke-width:1px;\"\nd=\"M %d,%d L %d,%d\"/>\n",
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a_OffsetX + m_OriginX, a_OffsetZ + m_OriginZ, a_OffsetX + m_Points.front().m_BlockX, a_OffsetZ + m_Points.front().m_BlockZ
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);
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@ -95,7 +95,7 @@ public:
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return ((const cPrefab &)a_NewPiece).GetPieceWeight(a_PlacedPiece, a_ExistingConnector);
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}
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} ;
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};
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@ -63,7 +63,7 @@ class cSweepEntityCallback :
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{
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public:
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cSweepEntityCallback(Vector3d a_PlayerPos) :
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m_PlayerPos(a_PlayerPos)
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m_PlayerPos(a_PlayerPos)
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{
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}
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@ -459,13 +459,13 @@ bool cItemHandler::IsTool()
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{
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// TODO: Rewrite this to list all tools specifically
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return
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(m_ItemType >= 256 && m_ItemType <= 259)
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|| (m_ItemType == 261)
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|| (m_ItemType >= 267 && m_ItemType <= 279)
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|| (m_ItemType >= 283 && m_ItemType <= 286)
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|| (m_ItemType >= 290 && m_ItemType <= 294)
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|| (m_ItemType == 325)
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|| (m_ItemType == 346);
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((m_ItemType >= 256) && (m_ItemType <= 259)) ||
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(m_ItemType == 261) ||
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((m_ItemType >= 267) && (m_ItemType <= 279)) ||
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((m_ItemType >= 283) && (m_ItemType <= 286)) ||
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((m_ItemType >= 290) && (m_ItemType <= 294)) ||
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(m_ItemType == 325) ||
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(m_ItemType == 346);
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}
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@ -325,7 +325,7 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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AddSpeedZ(Distance.z);
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if (m_EMState == ESCAPING)
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{ // Runs Faster when escaping :D otherwise they just walk away
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{ // Runs Faster when escaping :D otherwise they just walk away
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SetSpeedX (GetSpeedX() * 2.f);
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SetSpeedZ (GetSpeedZ() * 2.f);
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}
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@ -44,48 +44,64 @@ cSemaphore::cSemaphore( unsigned int a_MaxCount, unsigned int a_InitialCount /*
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#endif
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}
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cSemaphore::~cSemaphore()
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{
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#ifdef _WIN32
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CloseHandle( m_Handle );
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#else
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if( m_bNamed )
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{
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if( sem_close( (sem_t*)m_Handle ) != 0 )
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{
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LOG("ERROR: Could not close cSemaphore. (%i)", errno);
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}
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}
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else
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{
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sem_destroy( (sem_t*)m_Handle );
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delete (sem_t*)m_Handle;
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}
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if( m_bNamed )
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{
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if( sem_close( (sem_t*)m_Handle ) != 0 )
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{
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LOG("ERROR: Could not close cSemaphore. (%i)", errno);
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}
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}
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else
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{
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sem_destroy( (sem_t*)m_Handle );
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delete (sem_t*)m_Handle;
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}
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m_Handle = 0;
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#endif
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}
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void cSemaphore::Wait()
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{
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#ifndef _WIN32
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if( sem_wait( (sem_t*)m_Handle ) != 0)
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{
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LOG("ERROR: Could not wait for cSemaphore. (%i)", errno);
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}
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if( sem_wait( (sem_t*)m_Handle ) != 0)
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{
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LOG("ERROR: Could not wait for cSemaphore. (%i)", errno);
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}
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#else
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WaitForSingleObject( m_Handle, INFINITE);
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#endif
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}
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void cSemaphore::Signal()
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{
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#ifndef _WIN32
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if( sem_post( (sem_t*)m_Handle ) != 0 )
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{
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LOG("ERROR: Could not signal cSemaphore. (%i)", errno);
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LOG("ERROR: Could not signal cSemaphore. (%i)", errno);
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}
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#else
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ReleaseSemaphore( m_Handle, 1, NULL );
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#endif
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}
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@ -14,6 +14,6 @@ void cSleep::MilliSleep( unsigned int a_MilliSeconds )
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#ifdef _WIN32
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Sleep(a_MilliSeconds); // Don't tick too much
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#else
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usleep(a_MilliSeconds*1000);
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usleep(a_MilliSeconds*1000);
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#endif
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}
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@ -91,7 +91,7 @@ void cThread::Start( bool a_bWaitOnDelete /* = true */ )
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LOGERROR("ERROR: Could not create thread!");
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#else
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DWORD ThreadID = 0;
|
||||
HANDLE hThread = CreateThread( 0 // security
|
||||
HANDLE hThread = CreateThread(NULL // security
|
||||
,0 // stack size
|
||||
, (LPTHREAD_START_ROUTINE) MyThread // function name
|
||||
,this // parameters
|
||||
|
@ -760,7 +760,7 @@ void cProtocol125::SendPlayerMoveLook(void)
|
||||
);
|
||||
*/
|
||||
|
||||
WriteByte (PACKET_PLAYER_MOVE_LOOK);
|
||||
WriteByte(PACKET_PLAYER_MOVE_LOOK);
|
||||
cPlayer * Player = m_Client->GetPlayer();
|
||||
WriteDouble(Player->GetPosX());
|
||||
WriteDouble(Player->GetStance() + 0.03); // Add a small amount so that the player doesn't start inside a block
|
||||
@ -1005,10 +1005,10 @@ void cProtocol125::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleTyp
|
||||
void cProtocol125::SendStatistics(const cStatManager & a_Manager)
|
||||
{
|
||||
/* NOTE:
|
||||
* Versions prior to minecraft 1.7 use an incremental statistic sync
|
||||
* method. The current setup does not allow us to implement that, because
|
||||
* of performance considerations.
|
||||
*/
|
||||
Versions prior to minecraft 1.7 use an incremental statistic sync
|
||||
method. The current setup does not allow us to implement that, because
|
||||
of performance considerations.
|
||||
*/
|
||||
#if 0
|
||||
for (unsigned int i = 0; i < (unsigned int)statCount; ++i)
|
||||
{
|
||||
@ -1121,7 +1121,7 @@ void cProtocol125::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_Bloc
|
||||
cCSLock Lock(m_CSPacket);
|
||||
WriteByte(PACKET_USE_BED);
|
||||
WriteInt (a_Entity.GetUniqueID());
|
||||
WriteByte(0); // Unknown byte only 0 has been observed
|
||||
WriteByte(0); // Unknown byte only 0 has been observed
|
||||
WriteInt (a_BlockX);
|
||||
WriteByte((Byte)a_BlockY);
|
||||
WriteInt (a_BlockZ);
|
||||
@ -1344,11 +1344,11 @@ int cProtocol125::ParseArmAnim(void)
|
||||
|
||||
int cProtocol125::ParseBlockDig(void)
|
||||
{
|
||||
HANDLE_PACKET_READ(ReadChar, char, Status);
|
||||
HANDLE_PACKET_READ(ReadChar, char, Status);
|
||||
HANDLE_PACKET_READ(ReadBEInt, int, PosX);
|
||||
HANDLE_PACKET_READ(ReadByte, Byte, PosY);
|
||||
HANDLE_PACKET_READ(ReadByte, Byte, PosY);
|
||||
HANDLE_PACKET_READ(ReadBEInt, int, PosZ);
|
||||
HANDLE_PACKET_READ(ReadChar, char, BlockFace);
|
||||
HANDLE_PACKET_READ(ReadChar, char, BlockFace);
|
||||
m_Client->HandleLeftClick(PosX, PosY, PosZ, static_cast<eBlockFace>(BlockFace), Status);
|
||||
return PARSE_OK;
|
||||
}
|
||||
|
@ -2707,9 +2707,10 @@ void cProtocol172::cPacketizer::WriteEntityMetadata(const cEntity & a_Entity)
|
||||
|
||||
// The following expression makes Minecarts shake more with less health or higher damage taken
|
||||
// It gets half the maximum health, and takes it away from the current health minus the half health:
|
||||
/* Health: 5 | 3 - (5 - 3) = 1 (shake power)
|
||||
Health: 3 | 3 - (3 - 3) = 3
|
||||
Health: 1 | 3 - (1 - 3) = 5
|
||||
/*
|
||||
Health: 5 | 3 - (5 - 3) = 1 (shake power)
|
||||
Health: 3 | 3 - (3 - 3) = 3
|
||||
Health: 1 | 3 - (1 - 3) = 5
|
||||
*/
|
||||
WriteInt((((a_Entity.GetMaxHealth() / 2) - (a_Entity.GetHealth() - (a_Entity.GetMaxHealth() / 2))) * ((const cMinecart &)a_Entity).LastDamage()) * 4);
|
||||
WriteByte(0x52);
|
||||
|
@ -70,7 +70,7 @@ protected:
|
||||
/*
|
||||
Slots:
|
||||
| 0 | 1 | ... | m_AddSlotNum | m_SimSlotNum | ... | m_TickDelay - 1 |
|
||||
adding blocks here ^ | ^ simulating here
|
||||
| adding blocks here ^ | ^ simulating here
|
||||
*/
|
||||
|
||||
/// Called from SimulateChunk() to simulate each block in one slot of blocks. Descendants override this method to provide custom simulation.
|
||||
|
@ -137,7 +137,7 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
|
||||
return Y_MINUS;
|
||||
*/
|
||||
|
||||
NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
|
||||
NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
|
||||
int X = 0, Z = 0; // Lowest Pos will be stored here
|
||||
|
||||
if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) // check for upper block to flow because this also affects the flowing direction
|
||||
|
@ -739,7 +739,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
|
||||
// Create a variable holding my meta to avoid multiple lookups.
|
||||
NIBBLETYPE a_Meta = m_Chunk->GetMeta(a_RelBlockX, a_RelBlockY, a_RelBlockZ);
|
||||
bool IsOn = (a_MyState == E_BLOCK_REDSTONE_REPEATER_ON);
|
||||
|
||||
|
||||
if (!IsRepeaterLocked(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta)) // If we're locked, change nothing. Otherwise:
|
||||
{
|
||||
bool IsSelfPowered = IsRepeaterPowered(a_RelBlockX, a_RelBlockY, a_RelBlockZ, a_Meta);
|
||||
|
@ -294,7 +294,7 @@ private:
|
||||
case E_BLOCK_WOODEN_PRESSURE_PLATE:
|
||||
case E_BLOCK_PISTON:
|
||||
{
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
default: return false;
|
||||
}
|
||||
|
@ -135,7 +135,7 @@ class cSlotAreaHotBar :
|
||||
typedef cSlotAreaInventoryBase super;
|
||||
|
||||
public:
|
||||
cSlotAreaHotBar(cWindow & a_ParentWindow) :
|
||||
cSlotAreaHotBar(cWindow & a_ParentWindow) :
|
||||
cSlotAreaInventoryBase(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow)
|
||||
{
|
||||
}
|
||||
@ -150,7 +150,7 @@ class cSlotAreaArmor :
|
||||
public cSlotAreaInventoryBase
|
||||
{
|
||||
public:
|
||||
cSlotAreaArmor(cWindow & a_ParentWindow) :
|
||||
cSlotAreaArmor(cWindow & a_ParentWindow) :
|
||||
cSlotAreaInventoryBase(cInventory::invArmorCount, cInventory::invArmorOffset, a_ParentWindow)
|
||||
{
|
||||
}
|
||||
|
@ -52,10 +52,9 @@ private:
|
||||
|
||||
|
||||
/** Utility class used to serialize item ID counts.
|
||||
*
|
||||
* In order to perform bounds checking (while loading),
|
||||
* the last registered ID of each item is serialized to an NBT file.
|
||||
*/
|
||||
In order to perform bounds checking (while loading),
|
||||
the last registered ID of each item is serialized to an NBT file.
|
||||
*/
|
||||
class cIDCountSerializer
|
||||
{
|
||||
public:
|
||||
|
Loading…
Reference in New Issue
Block a user