diff options
Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r-- | src/Entities/Entity.cpp | 20 |
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 { |