fix all trailing whitespace
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@@ -75,7 +75,7 @@ void forward_subcommand(shared_ptr<Lobby> l, shared_ptr<Client> c,
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////////////////////////////////////////////////////////////////////////////////
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// Chat commands and the like
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// Chat commands and the like
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// client requests to send a guild card
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static void process_subcommand_send_guild_card(shared_ptr<ServerState> s,
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@@ -179,7 +179,7 @@ static void process_subcommand_use_technique(shared_ptr<ServerState> s,
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}
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////////////////////////////////////////////////////////////////////////////////
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// BB Item commands
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// BB Item commands
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// player drops an item
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static void process_subcommand_drop_item(shared_ptr<ServerState> s,
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@@ -193,7 +193,7 @@ static void process_subcommand_drop_item(shared_ptr<ServerState> s,
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uint8_t size;
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uint8_t client_id;
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uint8_t unused;
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uint16_t unused2; // should be 1
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uint16_t unused2; // should be 1
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uint16_t area;
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uint32_t item_id;
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float x;
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@@ -394,7 +394,7 @@ static void process_subcommand_bank_action(shared_ptr<ServerState> s,
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}
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c->player.bank.meseta -= cmd->meseta_amount;
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c->player.disp.meseta += cmd->meseta_amount;
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} else { // item
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} else { // item
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PlayerBankItem bank_item;
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c->player.bank.remove_item(cmd->item_id, cmd->item_amount, &bank_item);
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PlayerInventoryItem item = bank_item.to_inventory_item();
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@@ -446,7 +446,7 @@ static void process_subcommand_sort_inventory(shared_ptr<ServerState> s,
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}
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////////////////////////////////////////////////////////////////////////////////
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// BB EXP/Drop Item commands
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// BB EXP/Drop Item commands
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// enemy killed; leader sends drop item request
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static void process_subcommand_enemy_drop_item(shared_ptr<ServerState> s,
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@@ -655,15 +655,15 @@ static void process_subcommand_monster_killed(shared_ptr<ServerState> s,
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enemy.hit_flags |= 0x80;
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for (size_t x = 0; x < l->max_clients; x++) {
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if (!((enemy.hit_flags >> x) & 1)) {
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continue; // player did not hit this enemy
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continue; // player did not hit this enemy
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}
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auto other_c = l->clients[x];
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if (!other_c) {
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continue; // no player
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continue; // no player
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}
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if (other_c->player.disp.level >= 199) {
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continue; // player is level 200 or higher
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continue; // player is level 200 or higher
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}
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// killer gets full experience, others get 77%
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