Code style: Fixed braces on separate lines.
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@ -10,7 +10,8 @@
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// The "map" used for biome <-> string conversions:
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static struct {
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static struct
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{
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EMCSBiome m_Biome;
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const char * m_String;
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} g_BiomeMap[] =
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@ -27,7 +27,8 @@ class cChestEntity :
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typedef cBlockEntityWithItems super;
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public:
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enum {
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enum
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{
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ContentsHeight = 3,
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ContentsWidth = 9,
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} ;
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@ -35,7 +35,8 @@ class cDropSpenserEntity :
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typedef cBlockEntityWithItems super;
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public:
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enum {
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enum
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{
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ContentsHeight = 3,
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ContentsWidth = 3,
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} ;
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@ -22,7 +22,8 @@ class cHopperEntity :
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typedef cBlockEntityWithItems super;
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public:
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enum {
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enum
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{
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ContentsHeight = 1,
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ContentsWidth = 5,
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TICKS_PER_TRANSFER = 8, ///< How many ticks at minimum between two item transfers to or from the hopper
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@ -255,7 +255,8 @@ AString ItemToFullString(const cItem & a_Item)
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int StringToMobType(const AString & a_MobString)
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{
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static struct {
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static struct
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{
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int m_MobType;
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const char * m_String;
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} MobMap [] =
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@ -622,7 +622,8 @@ void cPlayer::FinishEating(void)
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GetInventory().RemoveOneEquippedItem();
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// if the food is mushroom soup, return a bowl to the inventory
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if( Item.m_ItemType == E_ITEM_MUSHROOM_SOUP ) {
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if (Item.m_ItemType == E_ITEM_MUSHROOM_SOUP)
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{
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cItem emptyBowl(E_ITEM_BOWL, 1, 0, "");
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GetInventory().AddItem(emptyBowl, true, true);
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}
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@ -55,7 +55,8 @@ public :
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// return the mobs that are within the range of distance of the closest player they are
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// that means that if a mob is 30 m from a player and 150 m from another one. It will be
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// in the range [0..50] but not in [100..200]
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struct sIterablePair{
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struct sIterablePair
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{
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tDistanceToMonster::const_iterator m_Begin;
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tDistanceToMonster::const_iterator m_End;
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int m_Count;
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@ -519,7 +519,8 @@ NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOIS
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const int BaseY = FAST_FLOOR(a_Y);
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const int BaseZ = FAST_FLOOR(a_Z);
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const NOISE_DATATYPE points1[4][4] = {
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const NOISE_DATATYPE points1[4][4] =
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{
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{ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ - 1), },
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{ IntNoise3D(BaseX - 1, BaseY, BaseZ - 1), IntNoise3D(BaseX, BaseY, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY, BaseZ - 1), },
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{ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ - 1), },
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@ -532,7 +533,8 @@ NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOIS
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const NOISE_DATATYPE x1interp3 = CubicInterpolate( points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX );
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const NOISE_DATATYPE x1interp4 = CubicInterpolate( points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX );
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const NOISE_DATATYPE points2[4][4] = {
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const NOISE_DATATYPE points2[4][4] =
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{
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{ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ), IntNoise3D(BaseX, BaseY - 1, BaseZ), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ), },
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{ IntNoise3D(BaseX - 1, BaseY, BaseZ), IntNoise3D(BaseX, BaseY, BaseZ), IntNoise3D(BaseX + 1, BaseY, BaseZ), IntNoise3D(BaseX + 2, BaseY, BaseZ), },
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{ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ), IntNoise3D(BaseX, BaseY + 1, BaseZ), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ), },
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@ -544,7 +546,8 @@ NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOIS
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const NOISE_DATATYPE x2interp3 = CubicInterpolate( points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX );
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const NOISE_DATATYPE x2interp4 = CubicInterpolate( points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX );
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const NOISE_DATATYPE points3[4][4] = {
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const NOISE_DATATYPE points3[4][4] =
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{
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{ IntNoise3D( BaseX-1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ + 1), },
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{ IntNoise3D( BaseX-1, BaseY, BaseZ+1 ), IntNoise3D( BaseX, BaseY, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY, BaseZ + 1), },
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{ IntNoise3D( BaseX-1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ + 1), },
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@ -556,7 +559,8 @@ NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOIS
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const NOISE_DATATYPE x3interp3 = CubicInterpolate( points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX );
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const NOISE_DATATYPE x3interp4 = CubicInterpolate( points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX );
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const NOISE_DATATYPE points4[4][4] = {
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const NOISE_DATATYPE points4[4][4] =
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{
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{ IntNoise3D( BaseX-1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ+2 ), },
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{ IntNoise3D( BaseX-1, BaseY, BaseZ+2 ), IntNoise3D( BaseX, BaseY, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY, BaseZ+2 ), },
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{ IntNoise3D( BaseX-1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ+2 ), },
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@ -103,7 +103,8 @@ public:
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protected:
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/// Results of packet-parsing:
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enum {
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enum
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{
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PARSE_OK = 1,
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PARSE_ERROR = -1,
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PARSE_UNKNOWN = -2,
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@ -45,7 +45,8 @@ AString cObjective::TypeToString(eType a_Type)
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cObjective::eType cObjective::StringToType(const AString & a_Name)
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{
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static struct {
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static struct
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{
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eType m_Type;
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const char * m_String;
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} TypeMap [] =
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@ -30,7 +30,8 @@
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#include <sstream>
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#include <iostream>
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extern "C" {
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extern "C"
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{
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#include "zlib/zlib.h"
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}
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@ -7,7 +7,8 @@
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cStatInfo cStatInfo::ms_Info[statCount] = {
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cStatInfo cStatInfo::ms_Info[statCount] =
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{
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// The order must match the order of enum eStatistic
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// http://minecraft.gamepedia.com/Achievements
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@ -509,8 +509,9 @@ The fall-through switches in UTF-8 reading code save a
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temp variable, some decrements & conditionals. The switches
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are equivalent to the following loop:
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{
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int tmpBytesToRead = extraBytesToRead+1;
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do {
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int tmpBytesToRead = extraBytesToRead + 1;
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do
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{
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ch += *source++;
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--tmpBytesToRead;
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if (tmpBytesToRead) ch <<= 6;
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@ -784,7 +785,8 @@ AString Base64Decode(const AString & a_Base64String)
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AString Base64Encode(const AString & a_Input)
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{
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static const char BASE64[64] = {
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static const char BASE64[64] =
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{
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'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P',
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'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f',
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'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
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}
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} ;
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struct FuncTable {
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struct FuncTable
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{
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static void Delete(sChunkLoad) {};
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static void Combine(sChunkLoad& a_orig, const sChunkLoad a_new)
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static void Combine(sChunkLoad & a_orig, const sChunkLoad a_new)
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{
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a_orig.m_Generate |= a_new.m_Generate;
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};
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