Clean up G_MoveWeapons(), among other things getting rid of weird indentation.

git-svn-id: https://svn.eduke32.com/eduke32@3076 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-10-14 20:41:28 +00:00
parent abd8753e66
commit b03c95443b

View file

@ -2535,7 +2535,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
/* Custom projectiles */
if (A_CheckSpriteFlags(i,SPRITE_PROJECTILE))
{
projectile_t *const proj = &SpriteProjectile[i];
const projectile_t *const proj = &SpriteProjectile[i];
if (proj->pal >= 0)
s->pal = proj->pal;
@ -2639,13 +2639,13 @@ ACTOR_STATIC void G_MoveWeapons(void)
{
if (s->z < actor[i].ceilingz)
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
s->zvel = -1;
}
else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != ST_1_ABOVE_WATER) ||
(s->z > actor[i].floorz+(16<<8) && sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
else if (s->z > actor[i].floorz + (16<<8)*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
s->zvel = 1;
}
@ -2709,7 +2709,6 @@ ACTOR_STATIC void G_MoveWeapons(void)
if (!(proj->workslike & PROJECTILE_FORCEIMPACT))
KILLIT(i);
}
if (proj->workslike & PROJECTILE_FORCEIMPACT)
@ -2921,13 +2920,13 @@ ACTOR_STATIC void G_MoveWeapons(void)
{
if (s->z < actor[i].ceilingz)
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
s->zvel = -1;
}
else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != ST_1_ABOVE_WATER) ||
(s->z > actor[i].floorz+(16<<8) && sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
else if (s->z > actor[i].floorz + (16<<8)*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
{
j = 16384|(s->sectnum);
j = 16384|s->sectnum;
if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
s->zvel = 1;
}
@ -2947,7 +2946,8 @@ ACTOR_STATIC void G_MoveWeapons(void)
sprite[x].pal = s->pal;
}
}
else if (s->picnum == SPIT) if (s->zvel < 6144)
else if (s->picnum == SPIT)
if (s->zvel < 6144)
s->zvel += g_spriteGravity-112;
if (j != 0)