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authorAdam Borowski <kilobyte@angband.pl>2010-10-15 01:55:59 +0200
committerAdam Borowski <kilobyte@angband.pl>2010-10-15 01:55:59 +0200
commit555734fcd3aef4c83605d70d0456dda28b7b5ace (patch)
tree9c34fe5bc58d5f3d4c0a7622045adc7aa1d17a98 /crawl-ref/source/beam.h
parentacf5187334f2cfb983a1a8de07d1e77f73e4283a (diff)
downloadcrawl-ref-555734fcd3aef4c83605d70d0456dda28b7b5ace.tar.gz
crawl-ref-555734fcd3aef4c83605d70d0456dda28b7b5ace.zip
Massive spacing fixes: "( spaces after parentheses )".
I did review it manually to find places where they made sense (like some tables), but for a massive sed job like this there might be places that I missed.
Diffstat (limited to 'crawl-ref/source/beam.h')
-rw-r--r--crawl-ref/source/beam.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/crawl-ref/source/beam.h b/crawl-ref/source/beam.h
index 36ca13f1eb..5aa5fca2c3 100644
--- a/crawl-ref/source/beam.h
+++ b/crawl-ref/source/beam.h
@@ -242,7 +242,7 @@ public:
void affect_cell();
void affect_wall();
void affect_actor(actor *act);
- void affect_monster( monster* m );
+ void affect_monster(monster* m);
void affect_player();
void affect_ground();
void affect_place_clouds();
@@ -304,8 +304,8 @@ int mons_adjust_flavoured(monster* mons, bolt &pbolt, int hurted,
bool enchant_monster_with_flavour(monster* mon, actor *atk,
beam_type flavour, int powc = 0);
-void mass_enchantment( enchant_type wh_enchant, int pow, int who,
- int *m_succumbed = NULL, int *m_attempted = NULL );
+void mass_enchantment(enchant_type wh_enchant, int pow, int who,
+ int *m_succumbed = NULL, int *m_attempted = NULL);
bool curare_hits_monster(actor *agent, monster* mons, kill_category who,
int levels = 1);
@@ -314,9 +314,9 @@ bool poison_monster(monster* mons, kill_category who, int levels = 1,
bool miasma_monster(monster* mons, kill_category who);
bool napalm_monster(monster* mons, kill_category who, int levels = 1,
bool verbose = true);
-void fire_tracer( const monster* mons, struct bolt &pbolt,
- bool explode_only = false );
-void mimic_alert( monster* mimic );
+void fire_tracer(const monster* mons, struct bolt &pbolt,
+ bool explode_only = false);
+void mimic_alert(monster* mimic);
bool zapping(zap_type ztype, int power, bolt &pbolt,
bool needs_tracer = false, const char* msg = NULL);
bool player_tracer(zap_type ztype, int power, bolt &pbolt, int range = 0);