From 1489b4bcdd1cbd6346db24ab3f14785ca6297d90 Mon Sep 17 00:00:00 2001
From: James R <justsomejames2@gmail.com>
Date: Wed, 15 Jan 2020 02:14:20 -0800
Subject: [PATCH] It's FALLTHRU not fallthru

It took a week and me staying up until 2AM to look at the damn manpage and
figure out THIS is why I was getting an error about 'if (tutorialmode)' falling
through. But I still don't know why it didn't trigger on the MT_TNTBARREL case.
Oh well.
---
 src/p_user.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/p_user.c b/src/p_user.c
index 0c4d25554..cd308d932 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -9185,7 +9185,7 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
 		case MT_TNTBARREL:
 			if (lockonflags & LOCK_INTERESTS)
 				break;
-			/*fallthru*/
+			/*FALLTHRU*/
 		case MT_PLAYER: // Don't chase other players!
 		case MT_DETON:
 			continue; // Don't be STUPID, Sonic!
@@ -9203,7 +9203,7 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
 		case MT_EGGSTATUE:
 			if (tutorialmode)
 				break; // Always focus egg statue in the tutorial
-			/*fallthru*/
+			/*FALLTHRU*/
 		default:
 
 			if ((lockonflags & LOCK_BOSS) && ((mo->flags & (MF_BOSS|MF_SHOOTABLE)) == (MF_BOSS|MF_SHOOTABLE))) // allows if it has the flags desired XOR it has the invert aimable flag
-- 
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