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-rw-r--r--src/Entities/Entity.cpp20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp
index 3b2fa9b4e..54b9f2a20 100644
--- a/src/Entities/Entity.cpp
+++ b/src/Entities/Entity.cpp
@@ -665,7 +665,10 @@ int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_Dama
// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
// Filter out damage types that are not protected by armor:
- if (!ArmorCoversAgainst(a_DamageType)) return 0;
+ if (!ArmorCoversAgainst(a_DamageType))
+ {
+ return 0;
+ }
// Add up all armor points:
// Ref.: http://www.minecraftwiki.net/wiki/Armor#Defense_points as of 2012_12_20
@@ -1011,9 +1014,18 @@ void cEntity::HandlePhysics(float a_Dt, cChunk & a_Chunk)
// Block hit was within our projected path
// Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1.
// For example: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP
- if (Tracer.HitNormal.x != 0.f) NextSpeed.x = 0.f;
- if (Tracer.HitNormal.y != 0.f) NextSpeed.y = 0.f;
- if (Tracer.HitNormal.z != 0.f) NextSpeed.z = 0.f;
+ if (Tracer.HitNormal.x != 0.f)
+ {
+ NextSpeed.x = 0.f;
+ }
+ if (Tracer.HitNormal.y != 0.f)
+ {
+ NextSpeed.y = 0.f;
+ }
+ if (Tracer.HitNormal.z != 0.f)
+ {
+ NextSpeed.z = 0.f;
+ }
if (Tracer.HitNormal.y == 1.f) // Hit BLOCK_FACE_YP, we are on the ground
{