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. */