Removed all whitespace (tabs and spaces) from EOL's. How did we get so many? --Rumble

This commit is contained in:
Rumble
2007-01-23 03:07:23 +00:00
parent 49c469967a
commit a2031d64e2
79 changed files with 2851 additions and 2852 deletions

View File

@@ -11,7 +11,6 @@
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
@@ -366,15 +365,15 @@ void raw_kill(struct char_data * ch, struct char_data * killer)
while (ch->affected)
affect_remove(ch, ch->affected);
/* To make ordinary commands work in scripts. welcor*/
GET_POS(ch) = POS_STANDING;
/* To make ordinary commands work in scripts. welcor*/
GET_POS(ch) = POS_STANDING;
if (killer) {
if (death_mtrigger(ch, killer))
death_cry(ch);
} else
death_cry(ch);
update_pos(ch);
make_corpse(ch);
@@ -706,7 +705,7 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty
if (!ok_damage_shopkeeper(ch, victim))
return (0);
/* You can't damage an immortal! */
/* You can't damage an immortal! */
if (!IS_NPC(victim) && (GET_LEVEL(victim) >= LVL_IMMORT))
dam = 0;
@@ -757,7 +756,7 @@ int damage(struct char_data *ch, struct char_data *victim, int dam, int attackty
* dam_message just sends a generic "You hit $n extremely hard.".
* skill_message is preferable to dam_message because it is more
* descriptive.
*
*
* If we are _not_ attacking with a weapon (i.e. a spell), always use
* skill_message. If we are attacking with a weapon: If this is a miss or a
* death blow, send a skill_message if one exists; if not, default to a