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author | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-09-28 08:47:53 -0500 |
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committer | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-09-28 08:47:53 -0500 |
commit | 32e36581cd8711538f523b698d99b770a1cc553c (patch) | |
tree | f55674f1f1d0221289e98370e2c3f72170b314fd /crawl-ref/source/player.cc | |
parent | ba9e8a28d4444f554a142345cbba7110c77dd83f (diff) | |
download | crawl-ref-32e36581cd8711538f523b698d99b770a1cc553c.tar.gz crawl-ref-32e36581cd8711538f523b698d99b770a1cc553c.zip |
Add minor cosmetic fixes.
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r-- | crawl-ref/source/player.cc | 17 |
1 files changed, 8 insertions, 9 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc index 8aab364852..6461ec836c 100644 --- a/crawl-ref/source/player.cc +++ b/crawl-ref/source/player.cc @@ -325,7 +325,7 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift, init_player_doll(); #endif - viewwindow( true, false ); + viewwindow(true, false); // Other Effects: // Clouds -- do we need this? (always seems to double up with acr.cc call) @@ -381,12 +381,12 @@ bool move_player_to_grid( const coord_def& p, bool stepped, bool allow_shift, // Given an adjacent monster, returns true if the player can hit it (the // monster should either not be submerged or submerged in shallow water, // if the player has a polearm). -bool player_can_hit_monster(const monsters *mons) +bool player_can_hit_monster(const monsters *mon) { - if (!mons_is_submerged(mons)) + if (!mons_is_submerged(mon)) return (true); - if (grd(mons->pos()) != DNGN_SHALLOW_WATER) + if (grd(mon->pos()) != DNGN_SHALLOW_WATER) return (false); const item_def *weapon = you.weapon(); @@ -1091,15 +1091,14 @@ bool player_equip_unrand(int unrand_index) } -int player_damage_type( void ) +int player_damage_type(void) { - return you.damage_type(); + return (you.damage_type()); } -// returns band of player's melee damage -int player_damage_brand( void ) +int player_damage_brand(void) { - return you.damage_brand(); + return (you.damage_brand()); } int player_teleport(bool calc_unid) |