CheckBasicStyle checks the src folder as well.
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@ -234,7 +234,7 @@ endif()
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# Generate a list of all source files:
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set(ALLFILES "")
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set(ALLFILES "${SRCS}" "${HDRS}")
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foreach(folder ${FOLDERS})
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get_directory_property(FOLDER_SRCS DIRECTORY ${folder} DEFINITION SRCS)
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foreach (src ${FOLDER_SRCS})
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@ -579,7 +579,7 @@ void cChunk::Tick(float a_Dt)
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}
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for (cEntityList::iterator itr = m_Entities.begin(); itr != m_Entities.end();)
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{
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{
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if (!((*itr)->IsMob())) // Mobs are ticked inside cWorld::TickMobs() (as we don't have to tick them if they are far away from players)
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{
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// Tick all entities in this chunk (except mobs):
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@ -594,17 +594,19 @@ void cChunk::Tick(float a_Dt)
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itr = m_Entities.erase(itr);
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delete ToDelete;
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}
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else if ((*itr)->IsWorldTravellingFrom(m_World)) // Remove all entities that are travelling to another world:
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else if ((*itr)->IsWorldTravellingFrom(m_World))
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{
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// Remove all entities that are travelling to another world
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MarkDirty();
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(*itr)->SetWorldTravellingFrom(NULL);
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itr = m_Entities.erase(itr);
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}
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else if ( // If any entity moved out of the chunk, move it to the neighbor:
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else if (
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((*itr)->GetChunkX() != m_PosX) ||
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((*itr)->GetChunkZ() != m_PosZ)
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)
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{
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// The entity moved out of the chunk, move it to the neighbor
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MarkDirty();
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MoveEntityToNewChunk(*itr);
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itr = m_Entities.erase(itr);
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@ -885,14 +887,14 @@ void cChunk::ApplyWeatherToTop()
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SetBlock(X, Height, Z, E_BLOCK_ICE, 0);
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}
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else if (
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(m_World->IsDeepSnowEnabled()) &&
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(
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(TopBlock == E_BLOCK_RED_ROSE) ||
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(TopBlock == E_BLOCK_YELLOW_FLOWER) ||
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(TopBlock == E_BLOCK_RED_MUSHROOM) ||
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(TopBlock == E_BLOCK_BROWN_MUSHROOM)
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)
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(m_World->IsDeepSnowEnabled()) &&
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(
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(TopBlock == E_BLOCK_RED_ROSE) ||
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(TopBlock == E_BLOCK_YELLOW_FLOWER) ||
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(TopBlock == E_BLOCK_RED_MUSHROOM) ||
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(TopBlock == E_BLOCK_BROWN_MUSHROOM)
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)
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)
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{
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SetBlock(X, Height, Z, E_BLOCK_SNOW, 0);
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}
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@ -2142,10 +2144,14 @@ bool cChunk::DoWithRedstonePoweredEntityAt(int a_BlockX, int a_BlockY, int a_Blo
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case E_BLOCK_DROPPER:
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case E_BLOCK_DISPENSER:
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case E_BLOCK_NOTE_BLOCK:
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{
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break;
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}
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default:
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{
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// There is a block entity here, but of different type. No other block entity can be here, so we can safely bail out
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return false;
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}
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}
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if (a_Callback.Item((cRedstonePoweredEntity *)*itr))
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@ -241,7 +241,7 @@ public:
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bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback); // Lua-acessible
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/** Calls the callback for the redstone powered entity at the specified coords; returns false if there's no redstone powered entity at those coords, true if found */
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bool DoWithRedstonePoweredEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cRedstonePoweredCallback & a_Callback);
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bool DoWithRedstonePoweredEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cRedstonePoweredCallback & a_Callback);
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/** Calls the callback for the beacon at the specified coords; returns false if there's no beacon at those coords, true if found */
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bool DoWithBeaconAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconCallback & a_Callback); // Lua-acessible
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@ -3327,7 +3327,7 @@ void cWorld::AddQueuedPlayers(void)
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cCSLock Lock(m_CSPlayers);
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for (cPlayerList::iterator itr = PlayersToAdd.begin(), end = PlayersToAdd.end(); itr != end; ++itr)
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{
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ASSERT(std::find(m_Players.begin(), m_Players.end(), *itr) == m_Players.end()); // Is it already in the list? HOW?
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ASSERT(std::find(m_Players.begin(), m_Players.end(), *itr) == m_Players.end()); // Is it already in the list? HOW?
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LOGD("Adding player %s to world \"%s\".", (*itr)->GetName().c_str(), m_WorldName.c_str());
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m_Players.push_back(*itr);
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@ -235,7 +235,7 @@ public:
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void BroadcastEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityStatus (const cEntity & a_Entity, char a_Status, const cClientHandle * a_Exclude = NULL);
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void BroadcastEntityVelocity (const cEntity & a_Entity, const cClientHandle * a_Exclude = NULL);
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virtual void BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = NULL) override; // tolua_export
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virtual void BroadcastEntityAnimation(const cEntity & a_Entity, char a_Animation, const cClientHandle * a_Exclude = NULL) override; // tolua_export
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void BroadcastParticleEffect (const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmmount, cClientHandle * a_Exclude = NULL); // tolua_export
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void BroadcastPlayerListItem (const cPlayer & a_Player, bool a_IsOnline, const cClientHandle * a_Exclude = NULL);
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void BroadcastRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID, const cClientHandle * a_Exclude = NULL);
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