diff options
Diffstat (limited to 'src/strife/p_pspr.c')
-rw-r--r-- | src/strife/p_pspr.c | 27 |
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; |