Fix trailing space

This commit is contained in:
LJ Sonic 2024-03-19 14:43:18 +01:00
parent 2d90061720
commit 0ef2685b6d

View file

@ -8273,7 +8273,7 @@ void P_MovePlayer(player_t *player)
{
// If the player is in dashmode, here's their peelout.
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
P_SetMobjState (player->mo, S_PLAY_DASH);
P_SetMobjState(player->mo, S_PLAY_DASH);
// If the player is moving fast enough,
// break into a run!
else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime
@ -8287,11 +8287,11 @@ void P_MovePlayer(player_t *player)
// Floating at slow speeds has its own special animation.
else if ((((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) && player->panim == PA_IDLE && !onground)
P_SetMobjState (player->mo, S_PLAY_FLOAT);
P_SetMobjState(player->mo, S_PLAY_FLOAT);
// Otherwise, just walk.
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
P_SetMobjState (player->mo, S_PLAY_WALK);
P_SetMobjState(player->mo, S_PLAY_WALK);
}
// If your peelout animation is playing, and you're