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authorMattes D <github@xoft.cz>2020-04-13 18:38:06 +0200
committerAlexander Harkness <me@bearbin.net>2020-04-16 22:07:48 +0200
commit9ee47e59995f858ec531b3ee467f131594e4ba1f (patch)
treef005d8af4a0362d7eab8a96a71aca0d73275f8e1 /src/Entities/Entity.cpp
parentPrevent crash when breeding (diff)
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Diffstat (limited to '')
-rw-r--r--src/Entities/Entity.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 3ff48440c..23a29a3a4 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -889,7 +889,7 @@ void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
return;
}
- // Position changed -> super::Tick() called:
+ // Position changed -> Super::Tick() called:
GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT);
// Set swim states (water, lava, and fire):
@@ -941,7 +941,7 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
int BlockY = POSY_TOINT;
int BlockZ = POSZ_TOINT;
- // Position changed -> super::HandlePhysics() called
+ // Position changed -> Super::HandlePhysics() called
GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, BlockX, BlockZ);
// TODO Add collision detection with entities.