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missed linting these
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b3brodie committed Nov 29, 2024
1 parent 2a5b47b commit 308d72f
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Showing 2 changed files with 9 additions and 6 deletions.
5 changes: 3 additions & 2 deletions src/avatar_action.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -230,7 +230,8 @@ bool avatar_action::move( avatar &you, map &m, const tripoint &d )
if( m.has_flag( ter_furn_flag::TFLAG_MINEABLE, dest_loc ) && g->mostseen == 0 &&
get_option<bool>( "AUTO_FEATURES" ) && get_option<bool>( "AUTO_MINING" ) &&
!m.veh_at( dest_loc ) && !you.is_underwater() && !you.has_effect( effect_stunned ) &&
!you.has_effect( effect_psi_stunned ) && !is_riding && !you.has_effect( effect_incorporeal ) && !m.impassable_field_at(d) ) {
!you.has_effect( effect_psi_stunned ) && !is_riding && !you.has_effect( effect_incorporeal ) &&
!m.impassable_field_at( d ) ) {
if( weapon && weapon->has_flag( flag_DIG_TOOL ) ) {
if( weapon->type->can_use( "JACKHAMMER" ) &&
weapon->ammo_sufficient( &you ) ) {
Expand Down Expand Up @@ -682,7 +683,7 @@ static float rate_critter( const Creature &c )
void avatar_action::autoattack( avatar &you, map &m )
{
if( you.has_flag( json_flag_CANNOT_ATTACK ) ) {
add_msg( m_info, _("You are incapable of attacking!" ) );
add_msg( m_info, _( "You are incapable of attacking!" ) );
return;
}
const item_location weapon = you.get_wielded_item();
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10 changes: 6 additions & 4 deletions src/creature.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -449,9 +449,10 @@ bool Creature::is_dangerous_field( const field_entry &entry ) const
return entry.is_dangerous() && !is_immune_field( entry.get_field_type() );
}

bool Creature::is_immune_fields( std::vector<field_type_id> fields ) const {
for ( const field_type_id fi: fields) {
if (!is_immune_field(fi)) {
bool Creature::is_immune_fields( std::vector<field_type_id> fields ) const
{
for( const field_type_id fi : fields ) {
if( !is_immune_field( fi ) ) {
return false;
}
}
Expand Down Expand Up @@ -2034,7 +2035,8 @@ void Creature::process_effects()
for( auto &elem : *effects ) {
for( auto &_it : elem.second ) {
// Do not freeze the effect with the FREEZE_EFFECTS flag.
if( has_effect_with_flag( json_flag_FREEZE_EFFECTS ) && !_it.second.has_flag( json_flag_FREEZE_EFFECTS ) ) {
if( has_effect_with_flag( json_flag_FREEZE_EFFECTS ) &&
!_it.second.has_flag( json_flag_FREEZE_EFFECTS ) ) {
continue;
}
// Add any effects that others remove to the removal list
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