Fixed minor style issues.
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262e6d06aa
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@ -363,7 +363,7 @@ protected:
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/** Variadic template recursor: More params to push. Push them and recurse. */
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/** Variadic template recursor: More params to push. Push them and recurse. */
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template<typename T, typename... Args>
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template <typename T, typename... Args>
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inline bool PushCallPop(T a_Param, Args &&... args)
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inline bool PushCallPop(T a_Param, Args &&... args)
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{
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{
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Push(a_Param);
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Push(a_Param);
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@ -343,7 +343,7 @@ private:
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cCriticalSection m_CSChunkLists;
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cCriticalSection m_CSChunkLists;
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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cChunkCoordsList m_ChunksToSend; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them)
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cChunkCoordsList m_ChunksToSend; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them)
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cChunkCoordsList m_SentChunks; // Store the coordinates of the chunks that the client has loaded
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cChunkCoordsList m_SentChunks; // Chunks that are currently sent to the client
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cProtocol * m_Protocol;
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cProtocol * m_Protocol;
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@ -642,7 +642,7 @@ void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, s
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// Choose the enchantments
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// Choose the enchantments
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cWeightedEnchantments Enchantments;
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cWeightedEnchantments Enchantments;
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cEnchantments::AddItemEnchantmentWeights(Enchantments, E_ITEM_BOOK, 24 + Noise.IntNoise2DInt(a_Seed, TotalProbab) % 7);
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cEnchantments::AddItemEnchantmentWeights(Enchantments, E_ITEM_BOOK, 24 + Noise.IntNoise2DInt(a_Seed, TotalProbab) % 7);
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int NumEnchantments = Noise.IntNoise3DInt(TotalProbab, Rnd, a_Seed) % 5; // The number of enchantments this book wil get.
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int NumEnchantments = Noise.IntNoise3DInt(TotalProbab, Rnd, a_Seed) % 5; // The number of enchantments this book wil get.
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for (int j = 0; j <= NumEnchantments; j++)
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for (int j = 0; j <= NumEnchantments; j++)
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{
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{
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