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- Fixed a lot of astethics

This commit is contained in:
JoannisO 2014-06-04 12:35:45 +02:00
parent 7993caa553
commit 2c103a713e
2 changed files with 17 additions and 14 deletions

View File

@ -10,7 +10,6 @@
#include "../Entities/ArrowEntity.h" #include "../Entities/ArrowEntity.h"
#include "../Entities/FireChargeEntity.h" #include "../Entities/FireChargeEntity.h"
#include "../Entities/ProjectileEntity.h" #include "../Entities/ProjectileEntity.h"
#include "../Matrix4.h"
@ -150,7 +149,6 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_FIRE_CHARGE: case E_ITEM_FIRE_CHARGE:
{ {
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkFireCharge, GetShootVector(Meta) * 20); SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkFireCharge, GetShootVector(Meta) * 20);
m_Contents.ChangeSlotCount(a_SlotNum, -1); m_Contents.ChangeSlotCount(a_SlotNum, -1);
break; break;
@ -159,7 +157,6 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_ARROW: case E_ITEM_ARROW:
{ {
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkArrow, GetShootVector(Meta) * 20); SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkArrow, GetShootVector(Meta) * 20);
m_Contents.ChangeSlotCount(a_SlotNum, -1); m_Contents.ChangeSlotCount(a_SlotNum, -1);
break; break;
@ -168,7 +165,6 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_SNOWBALL: case E_ITEM_SNOWBALL:
{ {
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkSnowball, GetShootVector(Meta) * 20); SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkSnowball, GetShootVector(Meta) * 20);
m_Contents.ChangeSlotCount(a_SlotNum, -1); m_Contents.ChangeSlotCount(a_SlotNum, -1);
break; break;
@ -177,7 +173,6 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
case E_ITEM_EGG: case E_ITEM_EGG:
{ {
SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkEgg, GetShootVector(Meta) * 20); SpawnProjectileFromDispenser(BlockX, DispY, BlockZ, cProjectileEntity::pkEgg, GetShootVector(Meta) * 20);
m_Contents.ChangeSlotCount(a_SlotNum, -1); m_Contents.ChangeSlotCount(a_SlotNum, -1);
break; break;
@ -202,10 +197,12 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
void cDispenserEntity::SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector) void cDispenserEntity::SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_Kind, Vector3d a_ShootVector)
{ {
if(a_kind != cProjectileEntity::pkFireCharge) if( a_kind != cProjectileEntity::pkFireCharge )
{
a_ShootVector.y = a_ShootVector.y + 1; a_ShootVector.y = a_ShootVector.y + 1;
}
m_World->CreateProjectile((double) a_BlockX + 0.5, (double) a_BlockY + 0.5, (double) a_BlockZ + 0.5, a_kind, NULL, NULL, &a_ShootVector); m_World->CreateProjectile((double) a_BlockX + 0.5, (double) a_BlockY + 0.5, (double) a_BlockZ + 0.5, a_kind, NULL, NULL, &a_ShootVector);
} }
@ -215,14 +212,14 @@ Vector3d cDispenserEntity::GetShootVector(NIBBLETYPE & a_Meta)
{ {
switch(a_Meta) switch(a_Meta)
{ {
case E_META_DROPSPENSER_FACING_YP: return Vector3d(0, 1, 0); // UP case E_META_DROPSPENSER_FACING_YP: return Vector3d(0, 1, 0); // UP
case E_META_DROPSPENSER_FACING_YM: return Vector3d(0, -1, 0); // DOWN case E_META_DROPSPENSER_FACING_YM: return Vector3d(0, -1, 0); // DOWN
case E_META_DROPSPENSER_FACING_XM: return Vector3d(-1, 0, 0); // WEST case E_META_DROPSPENSER_FACING_XM: return Vector3d(-1, 0, 0); // WEST
case E_META_DROPSPENSER_FACING_XP: return Vector3d(1, 0, 0); // EAST case E_META_DROPSPENSER_FACING_XP: return Vector3d(1, 0, 0); // EAST
case E_META_DROPSPENSER_FACING_ZM: return Vector3d(0, 0, -1); case E_META_DROPSPENSER_FACING_ZM: return Vector3d(0, 0, -1);
case E_META_DROPSPENSER_FACING_ZP: return Vector3d(0, 0, 1); case E_META_DROPSPENSER_FACING_ZP: return Vector3d(0, 0, 1);
} }
return Vector3d(0, 1, 0); return Vector3d(0, 1, 0);
@ -290,3 +287,6 @@ bool cDispenserEntity::EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum
m_Contents.AddItem(EmptyBucket); m_Contents.AddItem(EmptyBucket);
return true; return true;
} }

View File

@ -23,7 +23,7 @@ public:
static const char * GetClassStatic(void) { return "cDispenserEntity"; } static const char * GetClassStatic(void) { return "cDispenserEntity"; }
/** Spawns a projectile of the given kind in front of the dispenser */ /** Spawns a projectile of the given kind in front of the dispenser */
void SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector); void SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_Kind, Vector3d a_ShootVector);
/** Returns how to aim the projectile */ /** Returns how to aim the projectile */
Vector3d GetShootVector(NIBBLETYPE & a_Meta); Vector3d GetShootVector(NIBBLETYPE & a_Meta);
@ -38,3 +38,6 @@ private:
/// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true /// If the a_BlockInFront is liquidable and the empty bucket can fit, does the m_Contents processing and returns true
bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum); bool EmptyLiquidBucket(BLOCKTYPE a_BlockInFront, int a_SlotNum);
} ; // tolua_export } ; // tolua_export