element == EL_DC_MAGIC_WALL_FULL ||
element == EL_DC_MAGIC_WALL_ACTIVE ||
element == EL_DC_MAGIC_WALL_EMPTYING) &&
- ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
+ ABS(x - jx) + ABS(y - jy) < ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
{
magic_wall_x = x;
magic_wall_y = y;
{
if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
(player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+ scroll_x = jx - MIDPOSX + (scroll_x < jx - MIDPOSX ? -offset : +offset);
// don't scroll over playfield boundaries
if (scroll_x < SBX_Left || scroll_x > SBX_Right)
{
if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
(player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+ scroll_y = jy - MIDPOSY + (scroll_y < jy - MIDPOSY ? -offset : +offset);
// don't scroll over playfield boundaries
if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)