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author | Aki <please@ignore.pl> | 2022-01-30 17:41:24 +0100 |
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committer | Aki <please@ignore.pl> | 2022-01-30 17:41:24 +0100 |
commit | 51657e10769faa2617d546a06c42e4c62a19bb50 (patch) | |
tree | 688ad8b61ac02e50974684b9b7d3f886fb469e5f /Stars45/Weapon.cpp | |
parent | db987e23d5dd33a5db8764743facbb906ac22b0f (diff) | |
download | starshatter-51657e10769faa2617d546a06c42e4c62a19bb50.zip starshatter-51657e10769faa2617d546a06c42e4c62a19bb50.tar.gz starshatter-51657e10769faa2617d546a06c42e4c62a19bb50.tar.bz2 |
Removed trailing whitespace all over the place
Diffstat (limited to 'Stars45/Weapon.cpp')
-rw-r--r-- | Stars45/Weapon.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/Stars45/Weapon.cpp b/Stars45/Weapon.cpp index 68b249b..e78f225 100644 --- a/Stars45/Weapon.cpp +++ b/Stars45/Weapon.cpp @@ -71,7 +71,7 @@ Weapon::Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az, double el) if (design->primary) abrv = Game::GetText("sys.weapon.primary.abrv"); - else + else abrv = Game::GetText("sys.weapon.secondary.abrv"); nbarrels = nmuz; @@ -251,7 +251,7 @@ Weapon::SetOwner(Ship* s) turret_base = t; } - if (!design->primary && + if (!design->primary && design->visible_stores && ammo == nbarrels && design->shot_model != 0) @@ -372,14 +372,14 @@ Weapon::ExecFrame(double seconds) if (orders == AUTO && centered) { if (energy >= design->charge && - (ammo < 0 || target && target->Integrity() >= 1) && + (ammo < 0 || target && target->Integrity() >= 1) && objective.length() < design->max_range) Fire(); } else if (orders == POINT_DEFENSE) { if (energy >= design->min_charge && - (ammo < 0 || target && target->Integrity() >= 1) && + (ammo < 0 || target && target->Integrity() >= 1) && objective.length() < design->max_range) Fire(); } @@ -427,7 +427,7 @@ Weapon::Update(SimObject* obj) beams[i] = 0; } - return SimObserver::Update(obj); + return SimObserver::Update(obj); } const char* @@ -498,7 +498,7 @@ Weapon::SetTarget(SimObject* targ, System* sub) } break; - default: + default: return; } } @@ -506,7 +506,7 @@ Weapon::SetTarget(SimObject* targ, System* sub) // if ok, target this object: if (target != targ) { target = targ; - + if (target) Observe(target); } @@ -540,8 +540,8 @@ Weapon::SelectTarget() // distance from self to target: double distance = Point(c_shot->Location() - muzzle_pts[0]).length(); - if (distance > design->min_range && - distance < design->max_range && + if (distance > design->min_range && + distance < design->max_range && distance < dist) { // check aim basket: select_locked = CanLockPoint(c_shot->Location(), az, el); @@ -673,7 +673,7 @@ Weapon::Fire() active_barrel = 0; refire += design->salvo_delay; } - } + } if (design->ripple_count > 0 && ripple_count <= 0) ripple_count = design->ripple_count-1; @@ -814,7 +814,7 @@ Weapon::FireBarrel(int n) if (energy > design->charge) shot_load = design->charge; else - shot_load = energy; + shot_load = energy; energy -= shot_load; shot->SetCharge(shot_load * availability); |