Removed extended ASCII, and added a check against it. (#4642)
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8914355895
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@ -113,7 +113,7 @@ public:
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if (seed.m_Depth > 0)
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{
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// If this block was water, and we haven't yet gone too far away,
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// add itś neighbors to the queue to check.
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// add its neighbors to the queue to check.
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for (unsigned int i = 0; i < 6; i++)
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{
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Seeds.emplace(checkRel + WaterCheck[i], seed.m_Depth - 1);
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@ -84,6 +84,7 @@ SET (HDRS
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BlockSignPost.h
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BlockSlab.h
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BlockSnow.h
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BlockSponge.h
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BlockStairs.h
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BlockStems.h
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BlockStone.h
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@ -2,8 +2,8 @@
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#include "ChatColor.h"
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const char * cChatColor::Color = "\xc2\xa7"; // or in other words: "§" in UTF-8
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const char * cChatColor::Delimiter = "\xc2\xa7"; // or in other words: "§" in UTF-8
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const char * cChatColor::Color = "\xc2\xa7"; // The paragraph / section symbol in UTF-8
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const char * cChatColor::Delimiter = "\xc2\xa7"; // The paragraph / section symbol in UTF-8
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const char * cChatColor::Black = "\xc2\xa7""0";
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const char * cChatColor::Navy = "\xc2\xa7""1";
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const char * cChatColor::Green = "\xc2\xa7""2";
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@ -202,6 +202,9 @@ local g_ViolationPatterns =
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-- Check if "else" is on the same line as a brace.
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{"}%s*else", "else has to be on a separate line"},
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{"else%s*{", "else has to be on a separate line"},
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-- Don't allow characters other than ASCII 0 - 127:
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{"[" .. string.char(128) .. "-" .. string.char(255) .. "]", "Character in the extended ASCII range (128 - 255) not allowed"},
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}
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@ -154,7 +154,7 @@ public:
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}
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else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod
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{
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// Fishing Rods caught from the Junk category will be 10%–100% damaged, and always unenchanted.
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// Fishing Rods caught from the Junk category will be 10%-100% damaged, and always unenchanted.
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Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65)));
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}
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else if (Junk < 22) // 10 / 83 chance of spawning leather
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@ -163,7 +163,7 @@ public:
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}
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else if (Junk < 32) // 10 / 83 chance of spawning leather boots
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{
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// Leather boots caught from the Junk category will be 10%–100% damaged, and always unenchanted.
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// Leather boots caught from the Junk category will be 10%-100% damaged, and always unenchanted.
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Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66)));
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}
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else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh
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