Fix inadvertent fallthrough and associated whitespace.

This commit is contained in:
toaster 2019-08-04 10:27:36 +01:00
parent 48e09d56bf
commit a87e1b8aa6
3 changed files with 3 additions and 7 deletions

View File

@ -1214,7 +1214,6 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
switch(spr2)
{
// Normal special cases.
case SPR2_JUMP:
spr2 = ((player
@ -1228,7 +1227,6 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break;
// Use the handy list, that's what it's there for!
default:
spr2 = spr2defaults[spr2];

View File

@ -9717,7 +9717,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
case MT_EGGROBO1:
mobj->movecount = P_RandomKey(13);
mobj->color = SKINCOLOR_RUBY + P_RandomKey(MAXSKINCOLORS - SKINCOLOR_RUBY);
// fall through
break;
case MT_HIVEELEMENTAL:
mobj->extravalue1 = 5;
break;
@ -11117,7 +11117,7 @@ You should think about modifying the deathmatch starts to take full advantage of
mobj->color = SKINCOLOR_GOLD;
mobj->colorized = true;
}
// fall through
break;
case MT_EGGMOBILE3:
mobj->cusval = mthing->extrainfo;
break;

View File

@ -2527,7 +2527,6 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
switch(spr2)
{
// Normal special cases.
case SPR2_JUMP:
spr2 = ((player
@ -2540,8 +2539,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
? player->charability
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
// fall through
break;
// Use the handy list, that's what it's there for!
default:
spr2 = spr2defaults[spr2];