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Removed extended ASCII, and added a check against it. (#4642)

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Mattes D 2020-04-12 09:24:30 +02:00 committed by GitHub
parent 8914355895
commit ef2d5027d3
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 9 additions and 5 deletions

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@ -113,7 +113,7 @@ public:
if (seed.m_Depth > 0) if (seed.m_Depth > 0)
{ {
// If this block was water, and we haven't yet gone too far away, // If this block was water, and we haven't yet gone too far away,
// add itś neighbors to the queue to check. // add its neighbors to the queue to check.
for (unsigned int i = 0; i < 6; i++) for (unsigned int i = 0; i < 6; i++)
{ {
Seeds.emplace(checkRel + WaterCheck[i], seed.m_Depth - 1); Seeds.emplace(checkRel + WaterCheck[i], seed.m_Depth - 1);

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@ -84,6 +84,7 @@ SET (HDRS
BlockSignPost.h BlockSignPost.h
BlockSlab.h BlockSlab.h
BlockSnow.h BlockSnow.h
BlockSponge.h
BlockStairs.h BlockStairs.h
BlockStems.h BlockStems.h
BlockStone.h BlockStone.h

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@ -2,8 +2,8 @@
#include "ChatColor.h" #include "ChatColor.h"
const char * cChatColor::Color = "\xc2\xa7"; // or in other words: "§" in UTF-8 const char * cChatColor::Color = "\xc2\xa7"; // The paragraph / section symbol in UTF-8
const char * cChatColor::Delimiter = "\xc2\xa7"; // or in other words: "§" in UTF-8 const char * cChatColor::Delimiter = "\xc2\xa7"; // The paragraph / section symbol in UTF-8
const char * cChatColor::Black = "\xc2\xa7""0"; const char * cChatColor::Black = "\xc2\xa7""0";
const char * cChatColor::Navy = "\xc2\xa7""1"; const char * cChatColor::Navy = "\xc2\xa7""1";
const char * cChatColor::Green = "\xc2\xa7""2"; const char * cChatColor::Green = "\xc2\xa7""2";

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@ -202,6 +202,9 @@ local g_ViolationPatterns =
-- Check if "else" is on the same line as a brace. -- Check if "else" is on the same line as a brace.
{"}%s*else", "else has to be on a separate line"}, {"}%s*else", "else has to be on a separate line"},
{"else%s*{", "else has to be on a separate line"}, {"else%s*{", "else has to be on a separate line"},
-- Don't allow characters other than ASCII 0 - 127:
{"[" .. string.char(128) .. "-" .. string.char(255) .. "]", "Character in the extended ASCII range (128 - 255) not allowed"},
} }

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@ -154,7 +154,7 @@ public:
} }
else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod
{ {
// Fishing Rods caught from the Junk category will be 10%100% damaged, and always unenchanted. // Fishing Rods caught from the Junk category will be 10%-100% damaged, and always unenchanted.
Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65))); Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65)));
} }
else if (Junk < 22) // 10 / 83 chance of spawning leather else if (Junk < 22) // 10 / 83 chance of spawning leather
@ -163,7 +163,7 @@ public:
} }
else if (Junk < 32) // 10 / 83 chance of spawning leather boots else if (Junk < 32) // 10 / 83 chance of spawning leather boots
{ {
// Leather boots caught from the Junk category will be 10%100% damaged, and always unenchanted. // Leather boots caught from the Junk category will be 10%-100% damaged, and always unenchanted.
Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66))); Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66)));
} }
else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh