Update clang-format-check GitHub Workflow
Taking this opportunity as we've just done a global reformat and it's quite small.
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3 changed files with 15 additions and 15 deletions
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@ -348,7 +348,7 @@ void HandleWalkMode(int pnum, Displacement vel, Direction dir)
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}
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player.position.offset = dirModeParams.offset; // Offset player sprite to align with their previous tile position
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//The player's tile position after finishing this movement action
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// The player's tile position after finishing this movement action
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player.position.future = player.position.tile + dirModeParams.tileAdd;
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if (pnum == MyPlayerId) {
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@ -703,7 +703,7 @@ bool DoWalk(int pnum, int variant)
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}
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auto &player = Players[pnum];
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//Play walking sound effect on certain animation frames
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// Play walking sound effect on certain animation frames
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if (*sgOptions.Audio.walkingSound && (currlevel != 0 || sgGameInitInfo.bRunInTown == 0)) {
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if (player.AnimInfo.CurrentFrame == 1
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|| player.AnimInfo.CurrentFrame == 5) {
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@ -711,10 +711,10 @@ bool DoWalk(int pnum, int variant)
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}
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}
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//Check if we reached new tile
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// Check if we reached new tile
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if (player.AnimInfo.CurrentFrame >= player._pWFrames) {
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//Update the player's tile position
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// Update the player's tile position
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switch (variant) {
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case PM_WALK:
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dPlayer[player.position.tile.x][player.position.tile.y] = 0;
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@ -732,13 +732,13 @@ bool DoWalk(int pnum, int variant)
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break;
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}
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//Update the coordinates for lighting and vision entries for the player
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// Update the coordinates for lighting and vision entries for the player
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if (leveltype != DTYPE_TOWN) {
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ChangeLightXY(player._plid, player.position.tile);
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ChangeVisionXY(player._pvid, player.position.tile);
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}
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//Update the "camera" tile position
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// Update the "camera" tile position
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if (pnum == MyPlayerId && ScrollInfo._sdir != ScrollDirection::None) {
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ViewPosition = Point { 0, 0 } + (player.position.tile - ScrollInfo.tile);
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}
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@ -751,14 +751,14 @@ bool DoWalk(int pnum, int variant)
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ClearStateVariables(player);
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//Reset the "sub-tile" position of the player's light entry to 0
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// Reset the "sub-tile" position of the player's light entry to 0
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if (leveltype != DTYPE_TOWN) {
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ChangeLightOffset(player._plid, { 0, 0 });
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}
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AutoGoldPickup(pnum);
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return true;
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} //We didn't reach new tile so update player's "sub-tile" position
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} // We didn't reach new tile so update player's "sub-tile" position
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ChangeOffset(pnum);
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return false;
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}
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@ -1977,7 +1977,7 @@ void Player::RemoveInvItem(int iv, bool calcScrolls)
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{
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iv++;
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//Iterate through invGrid and remove every reference to item
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// Iterate through invGrid and remove every reference to item
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for (int8_t &itemId : InvGrid) {
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if (itemId == iv || itemId == -iv) {
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itemId = 0;
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@ -1987,7 +1987,7 @@ void Player::RemoveInvItem(int iv, bool calcScrolls)
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iv--;
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_pNumInv--;
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//If the item at the end of inventory array isn't the one we removed, we need to swap its position in the array with the removed item
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// If the item at the end of inventory array isn't the one we removed, we need to swap its position in the array with the removed item
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if (_pNumInv > 0 && _pNumInv != iv) {
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InvList[iv] = InvList[_pNumInv];
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