Switch from clang-format to manual formatting
clang-format does too many weird things. FossilOrigin-Name: 75e920ae307d96d6ce0141652617959f609c21b542e930cb537789298856c480
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3a081f18e5
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62 changed files with 945 additions and 991 deletions
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@ -32,7 +32,7 @@ plcollide(
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if (fabs(o.origin.z - d.origin.z) < o.aboveEye + d.eyeHeight)
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return false;
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if ([d isKindOfClass:Monster.class])
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if ([d isKindOfClass: Monster.class])
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return false; // hack
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*headspace = d.origin.z - o.origin.z - o.aboveEye - d.eyeHeight;
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@ -108,10 +108,8 @@ collide(DynamicEntity *d, bool spawn, float drop, float rise)
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const int y2 = fy2;
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float hi = 127, lo = -128;
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// big monsters are afraid of heights, unless angry :)
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float minfloor =
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([d isKindOfClass:Monster.class] && !spawn && d.health > 100
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? d.origin.z - d.eyeHeight - 4.5f
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: -1000.0f);
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float minfloor = ([d isKindOfClass: Monster.class] && !spawn &&
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d.health > 100 ? d.origin.z - d.eyeHeight - 4.5f : -1000.0f);
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for (int x = x1; x <= x2; x++) {
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for (int y = y1; y <= y2; y++) {
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@ -328,7 +326,7 @@ moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
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pl.velocity.y / 8, pl.velocity.z);
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if (local)
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playsoundc(S_JUMP);
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else if ([pl isKindOfClass:Monster.class]) {
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else if ([pl isKindOfClass: Monster.class]) {
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OFVector3D loc = pl.origin;
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playsound(S_JUMP, &loc);
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}
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@ -337,7 +335,7 @@ moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
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// high jump, make thud sound
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if (local)
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playsoundc(S_LAND);
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else if ([pl isKindOfClass:Monster.class]) {
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else if ([pl isKindOfClass: Monster.class]) {
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OFVector3D loc = pl.origin;
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playsound(S_LAND, &loc);
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}
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