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Fix inadvertent fallthrough and associated whitespace.
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commit
a87e1b8aa6
3 changed files with 3 additions and 7 deletions
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@ -1214,7 +1214,6 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
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switch(spr2)
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{
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// Normal special cases.
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case SPR2_JUMP:
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spr2 = ((player
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@ -1228,7 +1227,6 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
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: skin->ability)
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== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
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break;
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// Use the handy list, that's what it's there for!
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default:
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spr2 = spr2defaults[spr2];
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@ -9717,7 +9717,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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case MT_EGGROBO1:
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mobj->movecount = P_RandomKey(13);
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mobj->color = SKINCOLOR_RUBY + P_RandomKey(MAXSKINCOLORS - SKINCOLOR_RUBY);
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// fall through
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break;
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case MT_HIVEELEMENTAL:
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mobj->extravalue1 = 5;
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break;
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@ -11117,7 +11117,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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mobj->color = SKINCOLOR_GOLD;
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mobj->colorized = true;
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}
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// fall through
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break;
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case MT_EGGMOBILE3:
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mobj->cusval = mthing->extrainfo;
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break;
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@ -2527,7 +2527,6 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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switch(spr2)
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{
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// Normal special cases.
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case SPR2_JUMP:
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spr2 = ((player
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@ -2540,8 +2539,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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? player->charability
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: skin->ability)
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== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
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// fall through
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break;
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// Use the handy list, that's what it's there for!
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default:
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spr2 = spr2defaults[spr2];
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