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authorSpp <none@none>2010-04-07 23:56:35 +0200
committerSpp <none@none>2010-04-07 23:56:35 +0200
commit46f0674e237dd8fe97ba4f0769e18b4adfce841b (patch)
tree4556d27751077c2ed37a445493ed93a4d08e981b /src/game/RandomMovementGenerator.cpp
parent2454c290b84e04bd0321ca94e0be8c8dc7eedbe8 (diff)
Code Style (game + scripts only):
">=" --> " >= " (when needed) " >=" --> " >=" ">= " --> ">= " "<=" --> " <= " (when needed) " <=" --> " <=" "<= " --> "<= " " ==" --> " ==" "== " --> "== " --HG-- branch : trunk
Diffstat (limited to 'src/game/RandomMovementGenerator.cpp')
-rw-r--r--src/game/RandomMovementGenerator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp
index 13c861cbc93..8ede9b49af8 100644
--- a/src/game/RandomMovementGenerator.cpp
+++ b/src/game/RandomMovementGenerator.cpp
@@ -96,7 +96,7 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
else // 2D only
{
- dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
+ dist = dist >= 100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
// The fastest way to get an accurate result 90% of the time.
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.