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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-07-07 22:14:15 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-07-07 22:14:15 +0200
commit7c7501abc5345ec4eddd030ab4649b05354002c3 (patch)
tree6b197b060715b81aecaf32165b8479da0f989c6e
parentChanged everything to callbacks (diff)
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-rw-r--r--src/Entities/ProjectileEntity.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/Entities/ProjectileEntity.cpp b/src/Entities/ProjectileEntity.cpp
index 334973833..0bb34019e 100644
--- a/src/Entities/ProjectileEntity.cpp
+++ b/src/Entities/ProjectileEntity.cpp
@@ -69,15 +69,15 @@ protected:
if (cBlockInfo::IsSolid(a_BlockType))
{
// The projectile hit a solid block, calculate the exact hit coords:
- cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
- const Vector3d LineStart = m_Projectile->GetPosition(); // Start point for the imaginary line that goes through the block hit
- const Vector3d LineEnd = LineStart + m_Projectile->GetSpeed(); // End point for the imaginary line that goes through the block hit
- double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
- eBlockFace Face; // Face hit
+ cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
+ const Vector3d LineStart = m_Projectile->GetPosition(); // Start point for the imaginary line that goes through the block hit
+ const Vector3d LineEnd = LineStart + m_Projectile->GetSpeed(); // End point for the imaginary line that goes through the block hit
+ double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
+ eBlockFace Face; // Face hit
if (bb.CalcLineIntersection(LineStart, LineEnd, LineCoeff, Face))
{
- Vector3d Intersection = LineStart + m_Projectile->GetSpeed() * LineCoeff; // Point where projectile goes into the hit block
+ Vector3d Intersection = LineStart + m_Projectile->GetSpeed() * LineCoeff; // Point where projectile goes into the hit block
if (cPluginManager::Get()->CallHookProjectileHitBlock(*m_Projectile, a_BlockX, a_BlockY, a_BlockZ, Face, &Intersection))
{