chore: fix formatting in files touched by

refactor/remove-BasicTypeContainers
This commit is contained in:
orng 2026-03-25 18:01:56 -05:00
parent f1ae42c659
commit 9ea379eb44
3 changed files with 14 additions and 11 deletions

View file

@ -2280,7 +2280,7 @@ void ClientConnection::handlePreLogin(std::shared_ptr<PreLoginPacket> packet) {
// it's already locked by this thread
// Minecraft::GetInstance()->connectionDisconnected(
// m_userIndex , reason ); done = true;
// connection->flush(); connection->close(reason);
// connection->flush(); connection->close(reason);
// app.SetAction(m_userIndex,eAppAction_ExitPlayer);
// 4J-PB - doing this instead

View file

@ -172,9 +172,9 @@ void Tesselator_SPU::end() {
// if (!hasColor)
// {
// // 4J - TEMP put in fixed vertex colors if we don't have
// any, until we have a shader that can cope without them unsigned int
// *pColData = (unsigned int *)_array->data; pColData += 5; for( int i = 0;
// i < vertices; i++ )
// any, until we have a shader that can cope without them
// unsigned int *pColData = (unsigned int *)_array->data;
// pColData += 5; for( int i = 0; i < vertices; i++ )
// {
// *pColData = 0xffffffff;
// pColData += 8;
@ -355,7 +355,7 @@ void Tesselator_SPU::vertexUV(float x, float y, float z, float u, float v) {
// where: cccc is a 15-bit (5 bits per x/y/z) origin position / offset
// for the whole quad. Each
// component is unsigned, and offset by 16
//so has a range 0 to 31 actually representing -16 to 15
// so has a range 0 to 31 actually representing -16 to 15
// xx,yy,zz are 8-bit deltas from this origin to each vertex. These are
// unsigned 1.7 fixed point, ie
// representing a range of 0 to 1.9921875
@ -364,14 +364,16 @@ void Tesselator_SPU::vertexUV(float x, float y, float z, float u, float v) {
// v required by the quad ud,vd are 8-bit unsigned fixed pont
// UV deltas, which can be added to umin/vmin to get umax, vmax
// and therefore define the 4 corners of
//an axis aligned UV mapping
// an axis aligned UV mapping
// i is a code per vertex that indicates which of umin/umax
// should be used for u, and which
// of vmin/vmax should be used for v for
//this vertex. The coding is: 0 - u = umin, v = vmin 1 - u = umin, v = vmax 2 -
//u = umax, v = vmin 3 - u = umax, v = vmax 4 - not axis aligned, use uv stored
//in the vertex data 4 on from this one ll is an 8-bit (4 bit per
//u/v) index into the current lighting texture
// this vertex. The coding is: 0 - u =
// umin, v = vmin 1 - u = umin, v
// = vmax 2 - u = umax, v = vmin
// 3 - u = umax, v = vmax 4 - not
// axis aligned, use uv stored in the vertex data 4 on from this one ll
// is an 8-bit (4 bit per u/v) index into the current lighting texture
//
// For quads that don't have axis aligned UVs (ie have a code for 4 in i as
// described above) the 8 byte vertex is followed by a further 8 bytes which

View file

@ -4,7 +4,8 @@
#include "LevelSoundPacket.h"
#include <limits>
const float LevelSoundPacket::PITCH_ACCURACY = std::numeric_limits<char>::max() / 2.0;
const float LevelSoundPacket::PITCH_ACCURACY =
std::numeric_limits<char>::max() / 2.0;
const float LevelSoundPacket::LOCATION_ACCURACY = 8.0f;
LevelSoundPacket::LevelSoundPacket() {