It's FALLTHRU not fallthru

It took a week and me staying up until 2AM to look at the damn manpage and
figure out THIS is why I was getting an error about 'if (tutorialmode)' falling
through. But I still don't know why it didn't trigger on the MT_TNTBARREL case.
Oh well.
This commit is contained in:
James R 2020-01-15 02:14:20 -08:00
parent acb3372644
commit 1489b4bcdd

View file

@ -9185,7 +9185,7 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
case MT_TNTBARREL:
if (lockonflags & LOCK_INTERESTS)
break;
/*fallthru*/
/*FALLTHRU*/
case MT_PLAYER: // Don't chase other players!
case MT_DETON:
continue; // Don't be STUPID, Sonic!
@ -9203,7 +9203,7 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
case MT_EGGSTATUE:
if (tutorialmode)
break; // Always focus egg statue in the tutorial
/*fallthru*/
/*FALLTHRU*/
default:
if ((lockonflags & LOCK_BOSS) && ((mo->flags & (MF_BOSS|MF_SHOOTABLE)) == (MF_BOSS|MF_SHOOTABLE))) // allows if it has the flags desired XOR it has the invert aimable flag