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-rw-r--r--src/Mobs/AggressiveMonster.cpp2
-rw-r--r--src/Mobs/Monster.cpp6
-rw-r--r--src/Mobs/Monster.h8
-rw-r--r--src/Mobs/Villager.cpp2
4 files changed, 9 insertions, 9 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index de881f4eb..5f5b1853d 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -42,7 +42,7 @@ void cAggressiveMonster::InStateChasing(float a_Dt)
MoveToPosition(m_Target->GetPosition());
}
}
-}
+}
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 9e53284b3..df2572976 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -353,13 +353,13 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
// If enemy passive we ignore checks for player visibility
InStateIdle(a_Dt);
break;
- }
+ }
case CHASING:
{
// If we do not see a player anymore skip chasing action
InStateChasing(a_Dt);
break;
- }
+ }
case ESCAPING:
{
InStateEscaping(a_Dt);
@@ -588,7 +588,7 @@ void cMonster::CheckEventSeePlayer(void)
void cMonster::CheckEventLostPlayer(void)
-{
+{
if (m_Target != NULL)
{
if ((m_Target->GetPosition() - GetPosition()).Length() > m_SightDistance)
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index 96e73b45b..750040468 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -233,7 +233,7 @@ protected:
AString m_SoundHurt;
AString m_SoundDeath;
- float m_AttackRate;
+ float m_AttackRate;
int m_AttackDamage;
int m_AttackRange;
float m_AttackInterval;
@@ -250,13 +250,13 @@ protected:
bool m_BurnsInDaylight;
/** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
- void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
+ void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
/** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
- void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
+ void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
/** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
- void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
+ void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
/** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);
diff --git a/src/Mobs/Villager.cpp b/src/Mobs/Villager.cpp
index d183a338f..1cdac7c74 100644
--- a/src/Mobs/Villager.cpp
+++ b/src/Mobs/Villager.cpp
@@ -55,7 +55,7 @@ void cVillager::Tick(float a_Dt, cChunk & a_Chunk)
{
switch (m_Type)
{
- case vtFarmer:
+ case vtFarmer:
{
HandleFarmerPlaceCrops();
}