Improve clang-format

FossilOrigin-Name: 6f5dd506262655e5d3a6732794f955c8476b19a80fa03d5ebb6744ed8b18c963
This commit is contained in:
Jonathan Schleifer 2025-03-08 02:38:40 +00:00
parent f904d80214
commit dd08a1069e
41 changed files with 506 additions and 493 deletions

View file

@ -69,15 +69,15 @@ computeraytable(float vx, float vy)
// function is on this line
{
rdist[i] = (float)(fabs(sx - vx) +
fabs(sy - vy));
fabs(sy - vy));
break;
};
};
} else {
rdist[i] = 2;
};
};
};
}
}
// test occlusion for a cube... one of the most computationally expensive
// functions in the engine as its done for every cube and entity, but its effect
@ -87,12 +87,12 @@ inline float
ca(float x, float y)
{
return x > y ? y / x : 2 - x / y;
};
}
inline float
ma(float x, float y)
{
return x == 0 ? (y > 0 ? 2 : -2) : y / x;
};
}
int
isoccluded(float vx, float vy, float cx, float cy,
@ -187,7 +187,7 @@ isoccluded(float vx, float vy, float cx, float cy,
}; // H
};
int si = fast_f2nat(h * (NUMRAYS / 8)) +
NUMRAYS; // get indexes into occlusion map from angles
NUMRAYS; // get indexes into occlusion map from angles
int ei = fast_f2nat(l * (NUMRAYS / 8)) + NUMRAYS + 1;
if (ei <= si)
ei += NUMRAYS;
@ -200,4 +200,4 @@ isoccluded(float vx, float vy, float cx, float cy,
};
return 1; // cube is entirely occluded
};
}