particles.cpp: Fix code-style

Mainly spacing and pointer placement
This commit is contained in:
ANAND 2019-08-17 12:09:40 +05:30 committed by SmallJoker
parent 96762af3ce
commit 095f26a4f8

@ -101,8 +101,13 @@ Particle::Particle(
m_glow = glow;
// Irrlicht stuff
m_collisionbox = aabb3f
(-size/2,-size/2,-size/2,size/2,size/2,size/2);
m_collisionbox = aabb3f(
-size / 2,
-size / 2,
-size / 2,
size / 2,
size / 2,
size / 2);
this->setAutomaticCulling(scene::EAC_OFF);
// Init lighting
@ -122,7 +127,7 @@ void Particle::OnRegisterSceneNode()
void Particle::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
video::IVideoDriver *driver = SceneManager->getVideoDriver();
driver->setMaterial(m_material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
@ -293,9 +298,9 @@ ParticleSpawner::ParticleSpawner(
m_animation = anim;
m_glow = glow;
for (u16 i = 0; i<=m_amount; i++)
for (u16 i = 0; i <= m_amount; i++)
{
float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
float spawntime = (float)rand() / (float)RAND_MAX * m_spawntime;
m_spawntimes.push_back(spawntime);
}
}
@ -359,7 +364,7 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
));
}
void ParticleSpawner::step(float dtime, ClientEnvironment* env)
void ParticleSpawner::step(float dtime, ClientEnvironment *env)
{
m_time += dtime;
@ -381,7 +386,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
for (std::vector<float>::iterator i = m_spawntimes.begin();
i != m_spawntimes.end();) {
if ((*i) <= m_time && m_amount > 0) {
m_amount--;
--m_amount;
// Pretend to, but don't actually spawn a particle if it is
// attached to an unloaded object or distant from player.
@ -408,7 +413,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment* env)
}
ParticleManager::ParticleManager(ClientEnvironment* env) :
ParticleManager::ParticleManager(ClientEnvironment *env) :
m_env(env)
{}
@ -570,7 +575,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
// The final burst of particles when a node is finally dug, *not* particles
// spawned during the digging of a node.
void ParticleManager::addDiggingParticles(IGameDef* gamedef,
void ParticleManager::addDiggingParticles(IGameDef *gamedef,
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
// No particles for "airlike" nodes
@ -585,7 +590,7 @@ void ParticleManager::addDiggingParticles(IGameDef* gamedef,
// During the digging of a node particles are spawned individually by this
// function, called from Game::handleDigging() in game.cpp.
void ParticleManager::addNodeParticle(IGameDef* gamedef,
void ParticleManager::addNodeParticle(IGameDef *gamedef,
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
{
// No particles for "airlike" nodes
@ -637,7 +642,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
else
n.getColor(f, &color);
Particle* toadd = new Particle(
Particle *toadd = new Particle(
gamedef,
player,
m_env,
@ -660,7 +665,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
addParticle(toadd);
}
void ParticleManager::addParticle(Particle* toadd)
void ParticleManager::addParticle(Particle *toadd)
{
MutexAutoLock lock(m_particle_list_lock);
m_particles.push_back(toadd);