fix all trailing whitespace

This commit is contained in:
Martin Michelsen
2020-02-20 10:33:13 -08:00
parent e96e82527a
commit 4812a2c666
9 changed files with 309 additions and 309 deletions
+8 -8
View File
@@ -75,7 +75,7 @@ void forward_subcommand(shared_ptr<Lobby> l, shared_ptr<Client> c,
////////////////////////////////////////////////////////////////////////////////
// Chat commands and the like
// Chat commands and the like
// client requests to send a guild card
static void process_subcommand_send_guild_card(shared_ptr<ServerState> s,
@@ -179,7 +179,7 @@ static void process_subcommand_use_technique(shared_ptr<ServerState> s,
}
////////////////////////////////////////////////////////////////////////////////
// BB Item commands
// BB Item commands
// player drops an item
static void process_subcommand_drop_item(shared_ptr<ServerState> s,
@@ -193,7 +193,7 @@ static void process_subcommand_drop_item(shared_ptr<ServerState> s,
uint8_t size;
uint8_t client_id;
uint8_t unused;
uint16_t unused2; // should be 1
uint16_t unused2; // should be 1
uint16_t area;
uint32_t item_id;
float x;
@@ -394,7 +394,7 @@ static void process_subcommand_bank_action(shared_ptr<ServerState> s,
}
c->player.bank.meseta -= cmd->meseta_amount;
c->player.disp.meseta += cmd->meseta_amount;
} else { // item
} else { // item
PlayerBankItem bank_item;
c->player.bank.remove_item(cmd->item_id, cmd->item_amount, &bank_item);
PlayerInventoryItem item = bank_item.to_inventory_item();
@@ -446,7 +446,7 @@ static void process_subcommand_sort_inventory(shared_ptr<ServerState> s,
}
////////////////////////////////////////////////////////////////////////////////
// BB EXP/Drop Item commands
// BB EXP/Drop Item commands
// enemy killed; leader sends drop item request
static void process_subcommand_enemy_drop_item(shared_ptr<ServerState> s,
@@ -655,15 +655,15 @@ static void process_subcommand_monster_killed(shared_ptr<ServerState> s,
enemy.hit_flags |= 0x80;
for (size_t x = 0; x < l->max_clients; x++) {
if (!((enemy.hit_flags >> x) & 1)) {
continue; // player did not hit this enemy
continue; // player did not hit this enemy
}
auto other_c = l->clients[x];
if (!other_c) {
continue; // no player
continue; // no player
}
if (other_c->player.disp.level >= 199) {
continue; // player is level 200 or higher
continue; // player is level 200 or higher
}
// killer gets full experience, others get 77%