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Diffstat (limited to 'src/strife/p_pspr.c')
-rw-r--r--src/strife/p_pspr.c27
1 files changed, 13 insertions, 14 deletions
diff --git a/src/strife/p_pspr.c b/src/strife/p_pspr.c
index a41a372f..42a6bd7b 100644
--- a/src/strife/p_pspr.c
+++ b/src/strife/p_pspr.c
@@ -59,12 +59,12 @@
//
void
P_SetPsprite
-( player_t* player,
- int position,
- statenum_t stnum )
+( player_t* player,
+ int position,
+ statenum_t stnum )
{
- pspdef_t* psp;
- state_t* state;
+ pspdef_t* psp;
+ state_t* state;
psp = &player->psprites[position];
@@ -74,7 +74,7 @@ P_SetPsprite
{
// object removed itself
psp->state = NULL;
- break;
+ break;
}
state = &states[stnum];
@@ -116,7 +116,7 @@ P_SetPsprite
//
void P_BringUpWeapon (player_t* player)
{
- statenum_t newstate;
+ statenum_t newstate;
if (player->pendingweapon == wp_nochange)
player->pendingweapon = player->readyweapon;
@@ -207,7 +207,7 @@ boolean P_CheckAmmo (player_t* player)
// Now set appropriate weapon overlay.
P_SetPsprite(player, ps_weapon, weaponinfo[player->readyweapon].downstate);
- return false;
+ return false;
}
@@ -255,9 +255,9 @@ void P_DropWeapon (player_t* player)
// or after previous attack/fire sequence.
//
void A_WeaponReady( player_t* player, pspdef_t* psp)
-{
- statenum_t newstate;
- int angle;
+{
+ statenum_t newstate;
+ int angle;
// get out of attack state
if (player->mo->state == &states[S_PLAY_05] || // 292
@@ -282,14 +282,13 @@ void A_WeaponReady( player_t* player, pspdef_t* psp)
// (pending weapon should allready be validated)
newstate = weaponinfo[player->readyweapon].downstate;
P_SetPsprite (player, ps_weapon, newstate);
- return;
+ return;
}
// check for fire
// the missile launcher and torpedo do not auto fire
if (player->cmd.buttons & BT_ATTACK)
{
-
if ( !player->attackdown
|| (player->readyweapon != wp_missile
&& player->readyweapon != wp_torpedo)) // villsa [STRIFE] replace bfg with torpedo
@@ -382,7 +381,7 @@ A_Lower
{
// Player is dead, so keep the weapon off screen.
P_SetPsprite (player, ps_weapon, S_NULL);
- return;
+ return;
}
player->readyweapon = player->pendingweapon;