diff --git a/src/p_user.c b/src/p_user.c index 7cd128cf080792f64df4a56ca4aeb4e9076e6b94..bd61ed01a5e408dbb50cf803df53568b171584bc 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -8273,7 +8273,7 @@ void P_MovePlayer(player_t *player) { // If the player is in dashmode, here's their peelout. if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) - P_SetMobjState (player->mo, S_PLAY_DASH); + P_SetMobjState(player->mo, S_PLAY_DASH); // If the player is moving fast enough, // break into a run! else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime @@ -8287,11 +8287,11 @@ void P_MovePlayer(player_t *player) // Floating at slow speeds has its own special animation. else if ((((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) && player->panim == PA_IDLE && !onground) - P_SetMobjState (player->mo, S_PLAY_FLOAT); + P_SetMobjState(player->mo, S_PLAY_FLOAT); // Otherwise, just walk. else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE) - P_SetMobjState (player->mo, S_PLAY_WALK); + P_SetMobjState(player->mo, S_PLAY_WALK); } // If your peelout animation is playing, and you're