Fixed the formatting issues in player cpp files
parent
e6c33b0256
commit
9a6442a206
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@ -40,8 +40,8 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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, m_IP("")
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, m_LastBlockActionTime( 0 )
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, m_LastBlockActionCnt( 0 )
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, m_AirLevel( MAX_AIR_LEVEL )
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, m_AirTickTimer( DROWNING_TICKS )
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, m_AirLevel( MAX_AIR_LEVEL )
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, m_AirTickTimer( DROWNING_TICKS )
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, m_bVisible( true )
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, m_LastGroundHeight( 0 )
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, m_bTouchGround( false )
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@ -181,8 +181,8 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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super::Tick(a_Dt, a_Chunk);
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//handle air drowning stuff
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HandleAir(a_Chunk);
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//handle air drowning stuff
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HandleAir(a_Chunk);
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if (m_bDirtyPosition)
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{
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@ -1252,7 +1252,7 @@ bool cPlayer::SaveToDisk()
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root["rotation"] = JSON_PlayerRotation;
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root["inventory"] = JSON_Inventory;
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root["health"] = m_Health;
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root["air"] = m_AirLevel;
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root["air"] = m_AirLevel;
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root["food"] = m_FoodLevel;
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root["foodSaturation"] = m_FoodSaturationLevel;
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root["foodTickTimer"] = m_FoodTickTimer;
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@ -1322,10 +1322,9 @@ void cPlayer::UseEquippedItem()
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void cPlayer::HandleAir(cChunk & a_Chunk)
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{
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//Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
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//see if the player is /submerged/ water (block above is water)
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// Get the type of block the player's standing in:
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//Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
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//see if the player is /submerged/ water (block above is water)
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// Get the type of block the player's standing in:
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BLOCKTYPE BlockIn;
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int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelY = (int)floor(m_LastPosY + 1.1);
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@ -1333,29 +1332,29 @@ void cPlayer::HandleAir(cChunk & a_Chunk)
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// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
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VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn));
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if (IsBlockWater(BlockIn))
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if (IsBlockWater(BlockIn))
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{
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//either reduce air level or damage player
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if(m_AirLevel < 1)
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{
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if(m_AirTickTimer < 1)
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{
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//damage player
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TakeDamage(dtDrowning, NULL, 1, 1, 0);
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//reset timer
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m_AirTickTimer = DROWNING_TICKS;
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}else{
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m_AirTickTimer -= 1;
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}
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}else{
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//reduce air supply
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m_AirLevel -= 1;
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}
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//either reduce air level or damage player
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if(m_AirLevel < 1)
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{
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if(m_AirTickTimer < 1)
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{
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//damage player
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TakeDamage(dtDrowning, NULL, 1, 1, 0);
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//reset timer
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m_AirTickTimer = DROWNING_TICKS;
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}else{
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m_AirTickTimer -= 1;
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}
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}else{
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//reduce air supply
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m_AirLevel -= 1;
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}
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}else{
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//set the air back to maximum
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m_AirLevel = MAX_AIR_LEVEL;
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m_AirTickTimer = DROWNING_TICKS;
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}
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//set the air back to maximum
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m_AirLevel = MAX_AIR_LEVEL;
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m_AirTickTimer = DROWNING_TICKS;
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}
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}
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@ -29,8 +29,8 @@ public:
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MAX_HEALTH = 20,
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MAX_FOOD_LEVEL = 20,
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EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
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MAX_AIR_LEVEL = 300,
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DROWNING_TICKS = 10, //number of ticks per heart of damage
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MAX_AIR_LEVEL = 300,
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DROWNING_TICKS = 10, //number of ticks per heart of damage
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} ;
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// tolua_end
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@ -271,10 +271,10 @@ protected:
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std::string m_PlayerName;
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std::string m_LoadedWorldName;
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//Player's air level (for swimming)
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int m_AirLevel;
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//used to time ticks between damage taken via drowning/suffocation
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int m_AirTickTimer;
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//Player's air level (for swimming)
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int m_AirLevel;
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//used to time ticks between damage taken via drowning/suffocation
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int m_AirTickTimer;
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bool m_bVisible;
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@ -346,8 +346,8 @@ protected:
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/// Called in each tick to handle food-related processing
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void HandleFood(void);
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/// Called in each tick to handle air-related processing i.e. drowning
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void HandleAir(cChunk & a_Chunk);
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/// Called in each tick to handle air-related processing i.e. drowning
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void HandleAir(cChunk & a_Chunk);
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/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
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void ApplyFoodExhaustionFromMovement(cChunk & a_Chunk);
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