From ad61050bb07825453b83fdd8735c2e85460d6ac2 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Tue, 31 May 2016 16:01:05 +0100 Subject: [PATCH] Whitespace removal. --- src/p_mobj.c | 2 +- src/p_slopes.c | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 775cd9d6d..35d8f1ad2 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1401,7 +1401,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo) if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip) P_PlayerFlip(mo); - + return gravityadd; } diff --git a/src/p_slopes.c b/src/p_slopes.c index f4ef4dcc2..462f7c3cb 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -1021,7 +1021,7 @@ void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope) { if (slope->flags & SL_NOPHYSICS) return; // No physics, no quantizing. - + vector3_t axis; axis.x = -slope->d.y; axis.y = slope->d.x; @@ -1051,14 +1051,14 @@ void P_SlopeLaunch(mobj_t *mo) mo->momy = slopemom.y; mo->momz = slopemom.z/2; } - + //CONS_Printf("Launched off of slope.\n"); mo->standingslope = NULL; } // Function to help handle landing on slopes void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope) -{ +{ if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated. if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope thing->momz = -P_MobjFlip(thing); @@ -1096,7 +1096,7 @@ void P_ButteredSlope(mobj_t *mo) if (!mo->standingslope) return; - + if (mo->standingslope->flags & SL_NOPHYSICS) return; // No physics, no butter.