From: Holger Schemel Date: Thu, 12 Sep 2024 19:03:57 +0000 (+0200) Subject: white space changes X-Git-Tag: 4.4.0.0-test-4~263 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=2a6f779f068e4e6c31b70cfbf20b786896ac056a;p=rocksndiamonds.git white space changes --- diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index cfe930c0..79749a61 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -2944,7 +2944,8 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, case O_BLADDER_8: // bladder with any delay state: try to convert to clock. if (is_element_dir(cave, x, y, opposite[grav_compat], cave->bladder_converts_by) || - is_element_dir(cave, x, y, cw_fourth[grav_compat], cave->bladder_converts_by) || is_element_dir(cave, x, y, ccw_fourth[grav_compat], cave->bladder_converts_by)) + is_element_dir(cave, x, y, cw_fourth[grav_compat], cave->bladder_converts_by) || + is_element_dir(cave, x, y, ccw_fourth[grav_compat], cave->bladder_converts_by)) { // if touches the specified element, let it be a clock store(cave, x, y, O_PRE_CLOCK_1); diff --git a/src/game_bd/bd_gameplay.h b/src/game_bd/bd_gameplay.h index e6471f85..490ffa7e 100644 --- a/src/game_bd/bd_gameplay.h +++ b/src/game_bd/bd_gameplay.h @@ -94,7 +94,7 @@ typedef struct _gd_game int cycle_counter; int replay_no_more_movements; - boolean show_story; // to remember that story for a particular cave was already shown. + boolean show_story; // to remember that story for a particular cave was already shown. boolean use_old_engine; // for game engine compatibility with old replays } GdGame; diff --git a/src/tools.c b/src/tools.c index 273cb6ae..b473d9f8 100644 --- a/src/tools.c +++ b/src/tools.c @@ -4412,7 +4412,7 @@ static void DrawPlayerExt(struct PlayerInfo *player, int drawing_stage) int frame = getGraphicAnimationFrame(graphic, player->Frame); if (player_is_opaque) - DrawGraphicShifted(sx,sy, sxx,syy, graphic, frame, NO_CUTTING,NO_MASKING); + DrawGraphicShifted(sx,sy, sxx,syy, graphic, frame, NO_CUTTING, NO_MASKING); else DrawGraphicShiftedThruMask(sx, sy, sxx, syy, graphic, frame, NO_CUTTING);