particles.cpp: Fix code-style
authorANAND <ClobberXD@gmail.com>
Sat, 17 Aug 2019 06:39:40 +0000 (12:09 +0530)
committerSmallJoker <mk939@ymail.com>
Sat, 31 Aug 2019 17:05:53 +0000 (19:05 +0200)
Mainly spacing and pointer placement

src/client/particles.cpp

index f59f8f0831baf421a8eff64369f6000b69277f0f..a0e4e54eb397cbb4972ecf45a1bbe8046cacec08 100644 (file)
@@ -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::IVideoDriverdriver = 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, ClientEnvironmentenv)
+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(ClientEnvironmentenv) :
+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(IGameDefgamedef,
+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(IGameDefgamedef,
+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);
 
-       Particletoadd = new Particle(
+       Particle *toadd = new Particle(
                gamedef,
                player,
                m_env,
@@ -660,7 +665,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
        addParticle(toadd);
 }
 
-void ParticleManager::addParticle(Particletoadd)
+void ParticleManager::addParticle(Particle *toadd)
 {
        MutexAutoLock lock(m_particle_list_lock);
        m_particles.push_back(toadd);