Fix useless whitespace

This commit is contained in:
LJ Sonic 2024-03-19 20:01:05 +01:00
parent f3af152aa6
commit 37a2507bfd
4 changed files with 12 additions and 12 deletions

View file

@ -4192,7 +4192,7 @@ static void P_DoBoss5Death(mobj_t *mo)
pole->angle = mo->tracer->angle;
pole->momx = P_ReturnThrustX(pole, pole->angle, speed);
pole->momy = P_ReturnThrustY(pole, pole->angle, speed);
P_SetTarget(&pole->tracer, P_SpawnMobj(
pole->x, pole->y,
pole->z - 256*FRACUNIT,
@ -8601,7 +8601,7 @@ void A_Shockwave(mobj_t *actor)
ang += interval;
sprev = shock;
}
S_StartSound(actor, shock->info->seesound);
}

View file

@ -538,14 +538,14 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1) && (!(player->powers[pw_strong] & STR_HEAVY)))
{
fixed_t setmomz = -toucher->momz; // Store this, momz get changed by P_DoJump within P_DoBubbleBounce
if (elementalpierce == 2) // Reset bubblewrap, part 1
P_DoBubbleBounce(player);
toucher->momz = setmomz;
if (elementalpierce == 2) // Reset bubblewrap, part 2
{
boolean underwater = toucher->eflags & MFE_UNDERWATER;
if (underwater)
toucher->momz /= 2;
toucher->momz -= (toucher->momz/(underwater ? 8 : 4)); // Cap the height!
@ -1838,8 +1838,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
special->z = toucher->z+toucher->height-FixedMul(8*FRACUNIT, special->scale);
special->momz = 0;
special->flags |= MF_NOGRAVITY;
P_SetMobjState (special, special->info->deathstate);
S_StartSound (special, special->info->deathsound+(P_RandomKey(special->info->mass)));
P_SetMobjState(special, special->info->deathstate);
S_StartSound(special, special->info->deathsound+(P_RandomKey(special->info->mass)));
}
return;

View file

@ -2234,7 +2234,7 @@ boolean P_ZMovement(mobj_t *mo)
else if (!onground)
P_SlopeLaunch(mo);
}
if (!mo->player && P_CheckDeathPitCollide(mo) && mo->health
&& !(mo->flags & MF_NOCLIPHEIGHT) && !(mo->flags2 & MF2_BOSSDEAD))
{
@ -2927,7 +2927,7 @@ boolean P_SceneryZMovement(mobj_t *mo)
mo->eflags &= ~MFE_APPLYPMOMZ;
}
mo->z += mo->momz;
if (!mo->player && P_CheckDeathPitCollide(mo) && mo->health
&& !(mo->flags & MF_NOCLIPHEIGHT) && !(mo->flags2 & MF2_BOSSDEAD))
{
@ -10719,7 +10719,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type, ...)
// Set shadowscale here, before spawn hook so that Lua can change it
mobj->shadowscale = P_DefaultMobjShadowScale(mobj);
// A monitor can't respawn if we're not in multiplayer,
// or if we're in co-op and it's score or a 1up
if (mobj->flags & MF_MONITOR && (!(netgame || multiplayer)

View file

@ -915,7 +915,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
player->textvar = NTV_BONUSTIMEEND; // Score and grades
player->finishedspheres = (INT16)(player->spheres);
player->finishedrings = (INT16)(player->rings);
// Add score to temp leaderboards
player->lastmaretime = leveltime - player->marebegunat;
G_AddTempNightsRecords(player, player->marescore, player->lastmaretime, (UINT8)(oldmare + 1));
@ -5186,7 +5186,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
if (!P_MobjWasRemoved(visual))
{
P_SetTarget(&visual->target, lockonshield);
visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
@ -8777,7 +8777,7 @@ void P_MovePlayer(player_t *player)
if (!(player->mo->momz || player->mo->momx || player->mo->momy) && !(player->mo->eflags & MFE_GOOWATER)
&& player->panim == PA_IDLE && !(player->powers[pw_carry]))
P_DoTeeter(player);
// Toss a flag
if (G_GametypeHasTeams() && (cmd->buttons & BT_TOSSFLAG) && !(player->powers[pw_super]) && !(player->tossdelay))
{