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-rw-r--r--src/World.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/World.h b/src/World.h
index 5bb0e640f..a3b152a80 100644
--- a/src/World.h
+++ b/src/World.h
@@ -140,7 +140,7 @@ public:
int GetTicksUntilWeatherChange(void) const { return m_WeatherInterval; }
virtual Int64 GetWorldAge (void) const override { return m_WorldAge; }
- virtual Int64 GetTimeOfDay(void) const override { return m_TimeOfDay; }
+ virtual Int64 GetTimeOfDay(void) const override { return m_TimeOfDay; }
void SetTicksUntilWeatherChange(int a_WeatherInterval)
{
@@ -301,10 +301,10 @@ public:
bool DoWithPlayer(const AString & a_PlayerName, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
/** Finds a player from a partial or complete player name and calls the callback - case-insensitive */
- bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
+ bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
- cPlayer * FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true);
+ cPlayer * FindClosestPlayer(const Vector3d & a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true);
void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
@@ -365,10 +365,10 @@ public:
bool SetSignLines(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player = NULL); // Exported in ManualBindings.cpp
/** Sets the sign text, asking plugins for permission first. a_Player is the player who this change belongs to, may be NULL. Returns true if sign text changed. Same as SetSignLines() */
- bool UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player = NULL); // Exported in ManualBindings.cpp
+ bool UpdateSign(int a_X, int a_Y, int a_Z, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4, cPlayer * a_Player = NULL); // Exported in ManualBindings.cpp
/** Sets the command block command. Returns true if command changed. */
- bool SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command); // tolua_export
+ bool SetCommandBlockCommand(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Command); // tolua_export
/** Is the trapdoor open? Returns false if there is no trapdoor at the specified coords. */
bool IsTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ); // tolua_export
@@ -377,10 +377,10 @@ public:
bool SetTrapdoorOpen(int a_BlockX, int a_BlockY, int a_BlockZ, bool a_Open); // tolua_export
/** Regenerate the given chunk: */
- void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
+ void RegenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
/** Generates the given chunk, if not already generated */
- void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
+ void GenerateChunk(int a_ChunkX, int a_ChunkZ); // tolua_export
/** Queues a chunk for lighting; a_Callback is called after the chunk is lighted */
void QueueLightChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_Callback = NULL);