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authoroy <Tom_Adams@web.de>2011-04-13 20:37:12 +0200
committeroy <Tom_Adams@web.de>2011-04-13 20:37:12 +0200
commit06115dd49dca2f8eb5f14606437e8fd20037cc4d (patch)
tree5ec4bca6158319b3f5285d7689c5f94ae8da8c93 /src/game/server/gameworld.cpp
parent63e059b8fff6498e42b765a1dca000e53005ea77 (diff)
downloadzcatch-06115dd49dca2f8eb5f14606437e8fd20037cc4d.tar.gz
zcatch-06115dd49dca2f8eb5f14606437e8fd20037cc4d.zip
added "Whitespace and line Endings cleanup" by GreYFoX
Diffstat (limited to 'src/game/server/gameworld.cpp')
-rw-r--r--src/game/server/gameworld.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/game/server/gameworld.cpp b/src/game/server/gameworld.cpp
index 8fffabc8..6444cce5 100644
--- a/src/game/server/gameworld.cpp
+++ b/src/game/server/gameworld.cpp
@@ -12,7 +12,7 @@ CGameWorld::CGameWorld()
 {
 	m_pGameServer = 0x0;
 	m_pServer = 0x0;
-	
+
 	m_Paused = false;
 	m_ResetRequested = false;
 	for(int i = 0; i < NUM_ENTTYPES; i++)
@@ -164,7 +164,7 @@ void CGameWorld::Tick()
 				pEnt->Tick();
 				pEnt = m_pNextTraverseEntity;
 			}
-		
+
 		for(int i = 0; i < NUM_ENTTYPES; i++)
 			for(CEntity *pEnt = m_apFirstEntityTypes[i]; pEnt; )
 			{
@@ -191,7 +191,7 @@ CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, v
  	{
 		if(p == pNotThis)
 			continue;
-			
+
 		vec2 IntersectPos = closest_point_on_line(Pos0, Pos1, p->m_Pos);
 		float Len = distance(p->m_Pos, IntersectPos);
 		if(Len < p->m_ProximityRadius+Radius)
@@ -205,7 +205,7 @@ CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, v
 			}
 		}
 	}
-	
+
 	return pClosest;
 }
 
@@ -215,13 +215,13 @@ CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotTh
 	// Find other players
 	float ClosestRange = Radius*2;
 	CCharacter *pClosest = 0;
-		
+
 	CCharacter *p = (CCharacter *)GameServer()->m_World.FindFirst(ENTTYPE_CHARACTER);
 	for(; p; p = (CCharacter *)p->TypeNext())
  	{
 		if(p == pNotThis)
 			continue;
-			
+
 		float Len = distance(Pos, p->m_Pos);
 		if(Len < p->m_ProximityRadius+Radius)
 		{
@@ -232,6 +232,6 @@ CCharacter *CGameWorld::ClosestCharacter(vec2 Pos, float Radius, CEntity *pNotTh
 			}
 		}
 	}
-	
+
 	return pClosest;
 }