for (x = 0; x < cave->w; x++)
{
/* timer for the cell > 0? */
- if (cave->hammered_reappear[y][x]>0)
+ if (cave->hammered_reappear[y][x] > 0)
{
/* decrease timer */
cave->hammered_reappear[y][x]--;
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
- if (cave->player_state!=GD_PL_EXITED)
+ if (cave->player_state != GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
/* check for pneumatic hammer things */
cave->player_seen_ago = 0;
/* bd4 intermission caves have many players. so if one of them has exited,
* do not change the flag anymore. so this if () is needed */
- if (cave->player_state!=GD_PL_EXITED)
+ if (cave->player_state != GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
if (player_fire)
}
cave->player_seen_ago = 0;
- if (cave->player_state!=GD_PL_EXITED)
+ if (cave->player_state != GD_PL_EXITED)
cave->player_state = GD_PL_LIVING;
/* if hammering time is up, becomes a normal player again. */
{
const GdDirection *creature_move;
boolean ccw = rotates_ccw(cave, x, y); /* check if default is counterclockwise */
- GdElement base; /* base element number (which is like O_***_1) */
+ GdElement base = -1; /* base element number (which is like O_***_1) */
int dir, dirn, dirp; /* direction */
if (get(cave, x, y) >= O_FIREFLY_1 &&
get(cave, x, y) <= O_ALT_BUTTER_4)
base = O_ALT_BUTTER_1;
- dir = get(cave, x, y)-base; /* facing where */
+ dir = get(cave, x, y) - base; /* facing where */
creature_move = cave->creatures_backwards ? creature_chdir : creature_dir;
/* now change direction if backwards */