- reformatting the mess created by TortoiseMerge.

This commit is contained in:
Christoph Oelckers 2021-08-25 08:46:31 +02:00
parent c288de920d
commit 0cad0b9258

View file

@ -2530,10 +2530,10 @@ static void actInitDudes()
void actInit(bool bSaveLoad)
{
#ifdef NOONE_EXTENSIONS
#ifdef NOONE_EXTENSIONS
if (!gModernMap) nnExtResetGlobals();
else nnExtInitModernStuff(bSaveLoad);
#endif
#endif
BloodStatIterator it(kStatItem);
while (auto act = it.Next())
@ -4197,10 +4197,10 @@ static void actTouchFloor(DBloodActor* actor, int nSector)
bool doDamage = (pXSector && (pSector->type == kSectorDamage || pXSector->damageType > 0));
// don't allow damage for damage sectors if they are not enabled
#ifdef NOONE_EXTENSIONS
#ifdef NOONE_EXTENSIONS
if (gModernMap && doDamage && pSector->type == kSectorDamage && !pXSector->state)
doDamage = false;
#endif
#endif
if (doDamage) {
DAMAGE_TYPE nDamageType;
@ -5088,10 +5088,10 @@ void MoveDude(DBloodActor* actor)
break;
}
#ifdef NOONE_EXTENSIONS
#ifdef NOONE_EXTENSIONS
if (IsDudeSprite(pSprite) && pXSprite->health > 0 && aiInPatrolState(nAiStateType))
aiPatrolState(pSprite, kAiStatePatrolMoveL); // continue patrol when going from water
#endif
#endif
}
break;
case kMarkerUpWater:
@ -5115,7 +5115,7 @@ void MoveDude(DBloodActor* actor)
auto pUpper = getUpperLink(nSector);
if (pUpper && pUpper->hasX()) pPlayer->nWaterPal = pUpper->x().data2;
}
#endif
#endif
pPlayer->posture = 1;
pXSprite->burnTime = 0;
@ -5181,7 +5181,7 @@ void MoveDude(DBloodActor* actor)
break;
}
#ifdef NOONE_EXTENSIONS
#ifdef NOONE_EXTENSIONS
if (gModernMap) {
if (pSprite->type == kDudeModernCustom) {
@ -5196,7 +5196,7 @@ void MoveDude(DBloodActor* actor)
aiPatrolState(pSprite, kAiStatePatrolMoveW);
}
#endif
#endif
}
break;
@ -6334,7 +6334,7 @@ void actCheckFlares()
viewBackupSpriteLoc(actor);
spritetype* pTarget = &target->s();
auto pXTarget = target->hasX()? &target->x() : nullptr;
auto pXTarget = target->hasX() ? &target->x() : nullptr;
if (pTarget->statnum == kMaxStatus)
{
GibSprite(pSprite, GIBTYPE_17, NULL, NULL);