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author | Adam Borowski <kilobyte@angband.pl> | 2010-10-15 01:55:59 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2010-10-15 01:55:59 +0200 |
commit | 555734fcd3aef4c83605d70d0456dda28b7b5ace (patch) | |
tree | 9c34fe5bc58d5f3d4c0a7622045adc7aa1d17a98 /crawl-ref/source/beam.h | |
parent | acf5187334f2cfb983a1a8de07d1e77f73e4283a (diff) | |
download | crawl-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.h | 12 |
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); |