Remove trailing whitespace from all files

Surprisingly, there's not a lot of it. There is, however, a lot of mixed
indentation in this project.
This commit is contained in:
Misa
2020-04-02 12:41:33 -07:00
committed by Ethan Lee
parent 6c6b6c68ff
commit 12d5433efc
6 changed files with 22 additions and 22 deletions

View File

@@ -4805,7 +4805,7 @@ bool entityclass::entitywarphlinecollide(int t, int l) {
if (entities[t].oldyp < entities[l].yp + 10) linetemp++;
if (entities[t].oldyp + entities[t].h < entities[l].yp + 10) linetemp++;
}
if (linetemp > 0) return true;
return false;
}else {
@@ -4816,7 +4816,7 @@ bool entityclass::entitywarphlinecollide(int t, int l) {
if (entities[t].oldyp > entities[l].yp - 10) linetemp++;
if (entities[t].oldyp + entities[t].h > entities[l].yp - 10) linetemp++;
}
if (linetemp > 0) return true;
return false;
}
@@ -4824,7 +4824,7 @@ bool entityclass::entitywarphlinecollide(int t, int l) {
}
return false;
}
bool entityclass::entitywarpvlinecollide(int t, int l) {
//Returns true is entity t collided with the vertical warp line l.
if(entities[t].yp + entities[t].cy+entities[t].h>=entities[l].yp){
@@ -4836,7 +4836,7 @@ bool entityclass::entitywarpvlinecollide(int t, int l) {
if (entities[t].xp + entities[t].cx+1 + entities[t].w < entities[l].xp + 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 < entities[l].xp + 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w < entities[l].xp + 10) linetemp++;
if (linetemp > 0) return true;
return false;
}else {
@@ -4845,7 +4845,7 @@ bool entityclass::entitywarpvlinecollide(int t, int l) {
if (entities[t].xp + entities[t].cx+1 + entities[t].w > entities[l].xp - 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 > entities[l].xp - 10) linetemp++;
if (entities[t].oldxp + entities[t].cx + 1 + entities[t].w > entities[l].xp - 10) linetemp++;
if (linetemp > 0) return true;
return false;
}
@@ -5195,21 +5195,21 @@ void entityclass::hormovingplatformfix( int t )
void entityclass::customwarplinecheck(int i) {
//Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides
//with warp lines
if (entities[i].active) {
//We test entity to entity
for (int j = 0; j < nentity; j++) {
if (entities[j].active && i != j) {//Active
if (entities[i].rule == 0 && entities[j].rule == 5) { //Player vs vertical line!
if (entities[j].type == 51 || entities[j].type == 52) {
if (entitywarpvlinecollide(i, j)) {
if (entities[j].type == 51 || entities[j].type == 52) {
if (entitywarpvlinecollide(i, j)) {
customwarpmodevon = true;
}
}
}
if (entities[i].rule == 0 && entities[j].rule == 7){ //Player vs horizontal WARP line
if (entities[j].type == 53 || entities[j].type == 54) {
if (entities[j].type == 53 || entities[j].type == 54) {
if (entitywarphlinecollide(i, j)) {
customwarpmodehon = true;
}