Implemented PR suggestions

Furnace.txt: newline
BlockID: removed extraneous dimension mapping
cEntity: fixed typo
cPlayer: WorldPtr typedef
master
archshift 2014-06-15 20:27:27 -07:00
parent 8a80843ddf
commit b2fbcaf1bf
5 changed files with 6 additions and 8 deletions

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@ -87,4 +87,5 @@
! 271:1 = 200 # 1 Wooden Axe -> 10 sec
! 269:1 = 200 # 1 Wooden Shovel -> 10 sec
! 290:1 = 200 # 1 Wooden Hoe -> 10 sec
! 268:1 = 200 # 1 Wooden Sword -> 10 sec
! 268:1 = 200 # 1 Wooden Sword -> 10 sec

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@ -355,12 +355,8 @@ AString DimensionToString(eDimension a_Dimension)
} DimensionMap[] =
{
{ dimOverworld, "Overworld" },
{ dimOverworld, "Normal" },
{ dimOverworld, "World" },
{ dimNether, "Nether" },
{ dimNether, "Hell" }, // Alternate name for Nether
{ dimEnd, "End" },
{ dimEnd, "Sky" }, // Old name for End
};
for (size_t i = 0; i < ARRAYCOUNT(DimensionMap); i++)

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@ -509,7 +509,7 @@ protected:
int m_AirTickTimer;
/** Portal delay timer and cooldown boolean
First value is to delay sending the repsawn packet (which triggers the Entering the {Dimension} screen).
First value is to delay sending the respawn packet (which triggers the Entering the {Dimension} screen).
Second value is to prevent a teleportation loop by ensuring we do not reenter a portal that we came out of.
*/
std::pair<unsigned short, bool> m_PortalCooldownData;

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@ -1651,7 +1651,7 @@ void cPlayer::LoadPermissionsFromDisk()
bool cPlayer::LoadFromDisk(cWorld *& a_World)
bool cPlayer::LoadFromDisk(cWorldPtr & a_World)
{
a_World = cRoot::Get()->GetWorld(GetLoadedWorldName());
if (a_World == NULL)

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@ -335,10 +335,11 @@ public:
/** Saves all player data, such as inventory, to JSON */
bool SaveToDisk(void);
typedef cWorld * cWorldPtr;
/** Loads player data from JSON to the object
Takes a (NULL) cWorld pointer which it will assign a value to based on either the loaded world or default world
*/
bool LoadFromDisk(cWorld *& a_World);
bool LoadFromDisk(cWorldPtr & a_World);
void LoadPermissionsFromDisk(void); // tolua_export
const AString & GetLoadedWorldName() { return m_LoadedWorldName; }