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Fix trailing space
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parent
2d90061720
commit
0ef2685b6d
1 changed files with 3 additions and 3 deletions
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@ -8273,7 +8273,7 @@ void P_MovePlayer(player_t *player)
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{
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{
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// If the player is in dashmode, here's their peelout.
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// If the player is in dashmode, here's their peelout.
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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]))
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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]))
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P_SetMobjState (player->mo, S_PLAY_DASH);
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P_SetMobjState(player->mo, S_PLAY_DASH);
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// If the player is moving fast enough,
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// If the player is moving fast enough,
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// break into a run!
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// break into a run!
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else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime
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else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime
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@ -8287,11 +8287,11 @@ void P_MovePlayer(player_t *player)
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// Floating at slow speeds has its own special animation.
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// Floating at slow speeds has its own special animation.
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else if ((((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) && player->panim == PA_IDLE && !onground)
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else if ((((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) && player->panim == PA_IDLE && !onground)
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P_SetMobjState (player->mo, S_PLAY_FLOAT);
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P_SetMobjState(player->mo, S_PLAY_FLOAT);
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// Otherwise, just walk.
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// Otherwise, just walk.
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else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
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else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
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P_SetMobjState (player->mo, S_PLAY_WALK);
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P_SetMobjState(player->mo, S_PLAY_WALK);
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}
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}
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// If your peelout animation is playing, and you're
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// If your peelout animation is playing, and you're
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