diff --git a/src/avp/bh_marin.c b/src/avp/bh_marin.c index 7db60df..b092e3d 100644 --- a/src/avp/bh_marin.c +++ b/src/avp/bh_marin.c @@ -2472,10 +2472,10 @@ void MarineBehaviour(STRATEGYBLOCK *sbPtr) tracker_noise=1; } - if ((marineStatusPointer->Target==NULL) + if (marineStatusPointer->Target==NULL #if ANARCHY - || (marineStatusPointer->lastmodule!=sbPtr->containingModule->m_aimodule) - || (marineStatusPointer->Target==Player->ObStrategyBlock) + || marineStatusPointer->lastmodule!=sbPtr->containingModule->m_aimodule + || marineStatusPointer->Target==Player->ObStrategyBlock #endif ) { diff --git a/src/avp/support/wrapstr.cpp b/src/avp/support/wrapstr.cpp index 2676c90..6244795 100644 --- a/src/avp/support/wrapstr.cpp +++ b/src/avp/support/wrapstr.cpp @@ -156,7 +156,7 @@ List* WordWrap :: DeprecatedMake // Whitespace character: if ( - (CharsInLine == 0) + CharsInLine == 0 ) { // Ignore leading whitespace in a line: diff --git a/src/avp/win95/pldnet.c b/src/avp/win95/pldnet.c index aa4f6e2..69fe736 100644 --- a/src/avp/win95/pldnet.c +++ b/src/avp/win95/pldnet.c @@ -964,7 +964,7 @@ static void ProcessSystemMessage(char *msgP,unsigned int msgSize) { /* only useful during startup: during main game, connecting player should detect game state and exit immediately */ - if((AvP.Network==I_Host)) + if(AvP.Network==I_Host) { LPDPMSG_CREATEPLAYERORGROUP createMessage; createMessage = (LPDPMSG_CREATEPLAYERORGROUP)systemMessage; @@ -990,7 +990,7 @@ static void ProcessSystemMessage(char *msgP,unsigned int msgSize) or s/he has exited abnormally. In either case, only need to act on this during start-up. During the main game, the ghosts will time-out anyway */ - if((AvP.Network==I_Host)) + if(AvP.Network==I_Host) { LPDPMSG_DESTROYPLAYERORGROUP destroyMessage; destroyMessage = (LPDPMSG_DESTROYPLAYERORGROUP)systemMessage; diff --git a/src/kshape.c b/src/kshape.c index a17d305..35f5742 100644 --- a/src/kshape.c +++ b/src/kshape.c @@ -4864,7 +4864,7 @@ void RenderParticle(PARTICLE *particlePtr) offset[3].vx = -particleSize; offset[3].vy = +particleSize; - if ((particlePtr->ParticleID == PARTICLE_MUZZLEFLASH) ) + if (particlePtr->ParticleID == PARTICLE_MUZZLEFLASH) { int theta = FastRandom()&4095; RotateVertex(&offset[0],theta);