Fixed spaces around single-line comments.
There should be at least two spaces in front and one space after //-style comments.
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993fd14ddf
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7fff12bfac
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@ -1727,7 +1727,7 @@ void cChunk::CollectPickupsByPlayer(cPlayer * a_Player)
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{
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if ((!(*itr)->IsPickup()) && (!(*itr)->IsProjectile()))
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{
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continue; // Only pickups and projectiles
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continue; // Only pickups and projectiles can be picked up
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}
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float DiffX = (float)((*itr)->GetPosX() - PosX );
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float DiffY = (float)((*itr)->GetPosY() - PosY );
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@ -274,7 +274,6 @@ public:
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void UseBlockEntity(cPlayer * a_Player, int a_X, int a_Y, int a_Z); // [x, y, z] in world block coords
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void CalculateLighting(); // Recalculate right now
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void CalculateHeightmap(const BLOCKTYPE * a_BlockTypes);
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// Broadcast various packets to all clients of this chunk:
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@ -138,9 +138,9 @@ public:
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{
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#if AXIS_ORDER == AXIS_ORDER_XZY
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// For some reason, NOT using the Horner schema is faster. Weird.
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return x + (z * cChunkDef::Width) + (y * cChunkDef::Width * cChunkDef::Width); // 1.2 is XZY
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return x + (z * cChunkDef::Width) + (y * cChunkDef::Width * cChunkDef::Width); // 1.2 uses XZY
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#elif AXIS_ORDER == AXIS_ORDER_YZX
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return y + (z * cChunkDef::Width) + (x * cChunkDef::Height * cChunkDef::Width); // 1.1 is YZX
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return y + (z * cChunkDef::Width) + (x * cChunkDef::Height * cChunkDef::Width); // 1.1 uses YZX
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#endif
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}
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@ -33,12 +33,13 @@
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////////////////////////////////////////////////////////////////////////////////
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// cChunkMap:
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cChunkMap::cChunkMap(cWorld * a_World )
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: m_World( a_World ),
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cChunkMap::cChunkMap(cWorld * a_World) :
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m_World(a_World),
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m_Pool(
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new cListAllocationPool<cChunkData::sChunkSection, 1600>(
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std::auto_ptr<cAllocationPool<cChunkData::sChunkSection>::cStarvationCallbacks>(
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new cStarvationCallbacks())
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new cStarvationCallbacks()
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)
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)
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)
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{
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@ -2733,7 +2734,7 @@ cChunkMap::cChunkLayer::~cChunkLayer()
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for (size_t i = 0; i < ARRAYCOUNT(m_Chunks); ++i)
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{
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delete m_Chunks[i];
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m_Chunks[i] = NULL; // // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data
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m_Chunks[i] = NULL; // Must zero out, because further chunk deletions query the chunkmap for entities and that would touch deleted data
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} // for i - m_Chunks[]
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}
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@ -1457,8 +1457,10 @@ void cClientHandle::HandleAnimation(char a_Animation)
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break;
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}
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default: // Anything else is the same
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{
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break;
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}
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}
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m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, a_Animation, this);
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}
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@ -271,15 +271,14 @@ public:
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private:
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/** Handles the block placing packet when it is a real block placement (not block-using, item-using or eating) */
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void HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler);
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/** The type used for storing the names of registered plugin channels. */
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typedef std::set<AString> cChannels;
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int m_ViewDistance; // Number of chunks the player can see in each direction; 4 is the minimum ( http://wiki.vg/Protocol_FAQ#.E2.80.A6all_connecting_clients_spasm_and_jerk_uncontrollably.21 )
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/** Number of chunks the player can see in each direction; 4 is the minimum ( http://wiki.vg/Protocol_FAQ#.E2.80.A6all_connecting_clients_spasm_and_jerk_uncontrollably.21 ) */
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int m_ViewDistance;
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static const int GENERATEDISTANCE = 2; // Server generates this many chunks AHEAD of player sight. 2 is the minimum, since foliage is generated 1 step behind chunk terrain generation
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/** Server generates this many chunks AHEAD of player sight. */
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static const int GENERATEDISTANCE = 2;
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AString m_IPString;
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@ -317,7 +316,7 @@ private:
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int m_PingID;
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long long m_PingStartTime;
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long long m_LastPingTime;
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static const unsigned short PING_TIME_MS = 1000; //minecraft sends 1 per 20 ticks (1 second or every 1000 ms)
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static const unsigned short PING_TIME_MS = 1000; // Vanilla sends 1 per 20 ticks (1 second or every 1000 ms)
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// Values required for block dig animation
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int m_BlockDigAnimStage; // Current stage of the animation; -1 if not digging
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@ -374,6 +373,9 @@ private:
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cChannels m_PluginChannels;
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/** Handles the block placing packet when it is a real block placement (not block-using, item-using or eating) */
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void HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler);
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/** Returns true if the rate block interactions is within a reasonable limit (bot protection) */
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bool CheckBlockInteractionsRate(void);
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@ -22,7 +22,7 @@ typedef std::vector<int> cSlotNums;
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/// Experience Orb setup
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enum
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{
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//open to suggestion on naming convention here :)
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// Open to suggestion on naming convention here :)
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MAX_EXPERIENCE_ORB_SIZE = 2000
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} ;
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@ -19,7 +19,7 @@ void cMobCensus::CollectMob(cMonster & a_Monster, cChunk & a_Chunk, double a_Dis
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bool cMobCensus::IsCapped(cMonster::eFamily a_MobFamily)
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{
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const int ratio = 319; // this should be 256 as we are only supposed to take account from chunks that are in 17x17 from a player
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const int ratio = 319; // This should be 256 as we are only supposed to take account from chunks that are in 17x17 from a player
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// but for now, we use all chunks loaded by players. that means 19 x 19 chunks. That's why we use 256 * (19*19) / (17*17) = 319
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// MG TODO : code the correct count
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if ((GetCapMultiplier(a_MobFamily) * GetNumChunks()) / ratio >= m_MobFamilyCollecter.GetNumberOfCollectedMobs(a_MobFamily))
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@ -4,7 +4,7 @@
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#include <map>
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#include <set>
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#include "BlockID.h"
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#include "Mobs/Monster.h" //this is a side-effect of keeping Mobfamily inside Monster class. I'd prefer to keep both (Mobfamily and Monster) inside a "Monster" namespace MG TODO : do it
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#include "Mobs/Monster.h" // This is a side-effect of keeping Mobfamily inside Monster class. I'd prefer to keep both (Mobfamily and Monster) inside a "Monster" namespace MG TODO : do it
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@ -61,7 +61,7 @@ cMobProximityCounter::sIterablePair cMobProximityCounter::getMobWithinThosesDist
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{
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if ((a_DistanceMin == 1) || (itr->first > a_DistanceMin))
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{
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toReturn.m_Begin = itr; // this is the first one with distance > a_DistanceMin;
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toReturn.m_Begin = itr; // This is the first one with distance > a_DistanceMin;
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}
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}
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@ -69,7 +69,7 @@ cMobProximityCounter::sIterablePair cMobProximityCounter::getMobWithinThosesDist
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{
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if ((a_DistanceMax != 1) && (itr->first > a_DistanceMax))
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{
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toReturn.m_End = itr; // this is just after the last one with distance < a_DistanceMax
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toReturn.m_End = itr; // This is just after the last one with distance < a_DistanceMax
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// Note : if we are not going through this, it's ok, toReturn.m_End will be end();
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break;
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}
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@ -6,7 +6,7 @@
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#include "ChunkDef.h"
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#include "Chunk.h"
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#include "FastRandom.h"
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#include "Mobs/Monster.h" //this is a side-effect of keeping Mobfamily inside Monster class. I'd prefer to keep both (Mobfamily and Monster) inside a "Monster" namespace MG TODO : do it
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#include "Mobs/Monster.h" // This is a side-effect of keeping Mobfamily inside Monster class. I'd prefer to keep both (Mobfamily and Monster) inside a "Monster" namespace MG TODO : do it
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@ -7,7 +7,7 @@
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#include "Entities/Entity.h"
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#ifndef _WIN32
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#include <stdlib.h> // abs()
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#include <stdlib.h>
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#endif
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@ -375,17 +375,15 @@ void cWorld::SetNextBlockTick(int a_BlockX, int a_BlockY, int a_BlockZ)
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void cWorld::InitializeSpawn(void)
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{
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if (!m_IsSpawnExplicitlySet) // Check if spawn position was already explicitly set or not
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if (!m_IsSpawnExplicitlySet)
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{
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GenerateRandomSpawn(); // Generate random solid-land coordinate and then write it to the world configuration
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// Spawn position wasn't already explicitly set, enerate random solid-land coordinate and then write it to the world configuration:
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GenerateRandomSpawn();
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cIniFile IniFile;
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IniFile.ReadFile(m_IniFileName);
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IniFile.SetValueF("SpawnPosition", "X", m_SpawnX);
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IniFile.SetValueF("SpawnPosition", "Y", m_SpawnY);
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IniFile.SetValueF("SpawnPosition", "Z", m_SpawnZ);
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IniFile.WriteFile(m_IniFileName);
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}
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@ -3,9 +3,9 @@
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#include "Root.h"
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#include <exception> //std::exception
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#include <csignal> //std::signal
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#include <stdlib.h> //exit()
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#include <exception>
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#include <csignal>
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#include <stdlib.h>
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#ifdef _MSC_VER
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#include <dbghelp.h>
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