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author | Alexander Harkness <me@bearbin.net> | 2024-11-02 22:27:47 +0100 |
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committer | Alexander Harkness <me@bearbin.net> | 2024-11-02 22:27:47 +0100 |
commit | cb50ec10591c0e0e4b9915e642bc50d3d8d1fd0a (patch) | |
tree | f647b20e1823f1846af88e832cf82a4a02e96e69 /src/Items/ItemLadder.h | |
parent | Improve clang-format config file, remove automatically enforced code style from contrib guide. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Items/ItemLadder.h | 22 |
1 files changed, 13 insertions, 9 deletions
diff --git a/src/Items/ItemLadder.h b/src/Items/ItemLadder.h index a778fee6c..a8e73961e 100644 --- a/src/Items/ItemLadder.h +++ b/src/Items/ItemLadder.h @@ -8,17 +8,14 @@ -class cItemLadderHandler final : - public cItemHandler +class cItemLadderHandler final : public cItemHandler { using Super = cItemHandler; -public: - + public: using Super::Super; -private: - + private: /** Converts the block face of the neighbor to which the ladder is attached to the ladder block's meta. */ static NIBBLETYPE BlockFaceToMetaData(eBlockFace a_NeighborBlockFace) { @@ -30,12 +27,18 @@ private: case BLOCK_FACE_XP: return 0x5; case BLOCK_FACE_YM: case BLOCK_FACE_YP: return 0x2; - default: UNREACHABLE("Unsupported neighbor block face"); + default: UNREACHABLE("Unsupported neighbor block face"); } } - virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, const Vector3i a_PlacePosition, eBlockFace a_ClickedBlockFace, const Vector3i a_CursorPosition) const override + virtual bool CommitPlacement( + cPlayer & a_Player, + const cItem & a_HeldItem, + const Vector3i a_PlacePosition, + eBlockFace a_ClickedBlockFace, + const Vector3i a_CursorPosition + ) const override { const auto & World = *a_Player.GetWorld(); const auto ClickedBlockType = World.GetBlock(AddFaceDirection(a_PlacePosition, a_ClickedBlockFace, true)); @@ -60,7 +63,8 @@ private: Returns BLOCK_FACE_NONE on failure. */ static eBlockFace FindSuitableFace(const cWorld & a_World, const Vector3i a_Position) { - for (const auto Face : { BLOCK_FACE_ZM, BLOCK_FACE_XP, BLOCK_FACE_ZP, BLOCK_FACE_XM }) // Loop through all faces in specific order. + for (const auto Face : + {BLOCK_FACE_ZM, BLOCK_FACE_XP, BLOCK_FACE_ZP, BLOCK_FACE_XM}) // Loop through all faces in specific order. { // The direction of Face is relative to the direction the ladder faces. // This is the position, computed inverted, that such a ladder would attach to. |