Linted spacing
@@ -273,7 +273,6 @@ void SceneUpdateCamera_b()
}
}
-
void SceneUpdateActors_b()
{
UBYTE i, flip, frame, sprite_index, x, y;
@@ -652,7 +651,8 @@ void SceneRenderActors_b()
frame += 2 + MUL_2(actors[i].animated);
// Facing left so flip sprite
- if (actors[i].dir.x < 0) {
+ if (actors[i].dir.x < 0)
+ {
flip = TRUE;
}
}
@@ -712,8 +712,9 @@ void SceneRenderEmotionBubble_b()
// Hide the bubble sprites
hide_sprite(BUBBLE_SPRITE_LEFT);
hide_sprite(BUBBLE_SPRITE_RIGHT);
-
- } else {
+ }
+ else
+ {
// Set x and y above actor displaying emotion
screen_x = actors[emotion_actor].pos.x - SCX_REG;
@@ -742,7 +743,6 @@ void SceneRenderEmotionBubble_b()
////////////////////////////////////////////////////////////////////////////////
#pragma region helpers
-
UBYTE SceneNpcAt_b(UBYTE actor_i, UBYTE tx_a, UBYTE ty_a)
{
UBYTE i, tx_b, ty_b;
@@ -764,8 +764,6 @@ UBYTE SceneNpcAt_b(UBYTE actor_i, UBYTE tx_a, UBYTE ty_a)
return scene_num_actors;
}
-
-
UBYTE SceneTriggerAt_b(UBYTE tx_a, UBYTE ty_a)
{
UBYTE i, tx_b, ty_b, tx_c, ty_c;
@@ -791,5 +789,4 @@ UBYTE SceneTriggerAt_b(UBYTE tx_a, UBYTE ty_a)
return scene_num_triggers;
}
-
#pragma endregion
