From 993fd14ddfc881cf5be951df77da0338124d68cc Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Thu, 17 Jul 2014 16:33:09 +0200 Subject: Fixed basic whitespace problems. Indenting by spaces and alignment by spaces, as well as trailing whitespace on non-empty lines. --- src/World.h | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/World.h') 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); -- cgit v1.2.3