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Adjusted style of switch/case

This commit is contained in:
Jan-Fabian Humann 2014-03-09 10:55:06 +01:00
parent 72f9c8b069
commit f74ee8fb51
3 changed files with 15 additions and 45 deletions

View File

@ -1378,21 +1378,11 @@ int cProtocol125::ParseEntityAction(void)
switch (ActionID)
{
case 1: // Crouch
m_Client->HandleEntityCrouch(EntityID, true);
break;
case 2: // Uncrouch
m_Client->HandleEntityCrouch(EntityID, false);
break;
case 3: // Leave Bed
m_Client->HandleEntityLeaveBed(EntityID);
break;
case 4: // Start sprinting
m_Client->HandleEntitySprinting(EntityID, true);
break;
case 5: // Stop sprinting
m_Client->HandleEntitySprinting(EntityID, false);
break;
case 1: m_Client->HandleEntityCrouch(EntityID, true); break; // Crouch
case 2: m_Client->HandleEntityCrouch(EntityID, false); break; // Uncrouch
case 3: m_Client->HandleEntityLeaveBed(EntityID); break; // Leave Bed
case 4: m_Client->HandleEntitySprinting(EntityID, true); break; // Start sprinting
case 5: m_Client->HandleEntitySprinting(EntityID, false); break; // Stop sprinting
}
return PARSE_OK;

View File

@ -187,21 +187,11 @@ int cProtocol161::ParseEntityAction(void)
switch (ActionID)
{
case 1: // Crouch
m_Client->HandleEntityCrouch(EntityID, true);
break;
case 2: // Uncrouch
m_Client->HandleEntityCrouch(EntityID, false);
break;
case 3: // Leave Bed
m_Client->HandleEntityLeaveBed(EntityID);
break;
case 4: // Start sprinting
m_Client->HandleEntitySprinting(EntityID, true);
break;
case 5: // Stop sprinting
m_Client->HandleEntitySprinting(EntityID, false);
break;
case 1: m_Client->HandleEntityCrouch(EntityID, true); break; // Crouch
case 2: m_Client->HandleEntityCrouch(EntityID, false); break; // Uncrouch
case 3: m_Client->HandleEntityLeaveBed(EntityID); break; // Leave Bed
case 4: m_Client->HandleEntitySprinting(EntityID, true); break; // Start sprinting
case 5: m_Client->HandleEntitySprinting(EntityID, false); break; // Stop sprinting
}
return PARSE_OK;

View File

@ -1735,21 +1735,11 @@ void cProtocol172::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
switch (Action)
{
case 1: // Crouch
m_Client->HandleEntityCrouch(PlayerID, true);
break;
case 2: // Unchrouch
m_Client->HandleEntityCrouch(PlayerID, false);
break;
case 3: // Leave Bed
m_Client->HandleEntityLeaveBed(PlayerID);
break;
case 4: // Start sprinting
m_Client->HandleEntitySprinting(PlayerID, true);
break;
case 5: // Stop sprinting
m_Client->HandleEntitySprinting(PlayerID, false);
break;
case 1: m_Client->HandleEntityCrouch(PlayerID, true); break; // Crouch
case 2: m_Client->HandleEntityCrouch(PlayerID, false); break; // Uncrouch
case 3: m_Client->HandleEntityLeaveBed(PlayerID); break; // Leave Bed
case 4: m_Client->HandleEntitySprinting(PlayerID, true); break; // Start sprinting
case 5: m_Client->HandleEntitySprinting(PlayerID, false); break; // Stop sprinting
}
}