shithub: choc

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ref: 06dfd81d3b81142161dc8d1f1f163581ce94e48f
parent: 738da515a5004b555553e95e0fe9af2317badf36
author: Jonathan Dowland <[email protected]>
date: Fri Jun 12 14:54:18 EDT 2015

remove trailing whitespace

--- a/src/doom/s_sound.c
+++ b/src/doom/s_sound.c
@@ -46,7 +46,7 @@
 // Distance tp origin when sounds should be maxed out.
 // This should relate to movement clipping resolution
 // (see BLOCKMAP handling).
-// In the source code release: (160*FRACUNIT).  Changed back to the 
+// In the source code release: (160*FRACUNIT).  Changed back to the
 // Vanilla value of 200 (why was this changed?)
 
 #define S_CLOSE_DIST (200 * FRACUNIT)
@@ -73,7 +73,7 @@
 
     // handle of the sound being played
     int handle;
-    
+
 } channel_t;
 
 // The set of channels available
@@ -85,7 +85,7 @@
 
 int sfxVolume = 8;
 
-// Maximum volume of music. 
+// Maximum volume of music.
 
 int musicVolume = 8;
 
@@ -95,7 +95,7 @@
 
 // Whether songs are mus_paused
 
-static boolean mus_paused;        
+static boolean mus_paused;
 
 // Music currently being played
 
@@ -112,7 +112,7 @@
 //
 
 void S_Init(int sfxVolume, int musicVolume)
-{  
+{
     int i;
 
     I_SetOPLDriverVer(opl_v_new);
@@ -237,10 +237,10 @@
         {
             mnum = spmus[gamemap-1];
         }
-    }        
+    }
 
     S_ChangeMusic(mnum, true);
-}        
+}
 
 void S_StopSound(mobj_t *origin)
 {
@@ -265,7 +265,7 @@
 {
     // channel number to use
     int                cnum;
-    
+
     channel_t*        c;
 
     // Find an open channel
@@ -296,7 +296,7 @@
 
         if (cnum == snd_channels)
         {
-            // FUCK!  No lower priority.  Sorry, Charlie.    
+            // FUCK!  No lower priority.  Sorry, Charlie.
             return -1;
         }
         else
@@ -337,12 +337,12 @@
 
     // From _GG1_ p.428. Appox. eucledian distance fast.
     approx_dist = adx + ady - ((adx < ady ? adx : ady)>>1);
-    
+
     if (gamemap != 8 && approx_dist > S_CLIPPING_DIST)
     {
         return 0;
     }
-    
+
     // angle of source to listener
     angle = R_PointToAngle2(listener->x,
                             listener->y,
@@ -384,9 +384,9 @@
         // distance effect
         *vol = (snd_SfxVolume
                 * ((S_CLIPPING_DIST - approx_dist)>>FRACBITS))
-            / S_ATTENUATOR; 
+            / S_ATTENUATOR;
     }
-    
+
     return (*vol > 0);
 }
 
@@ -475,7 +475,7 @@
     }
 
     channels[cnum].handle = I_StartSound(sfx, cnum, volume, sep);
-}        
+}
 
 //
 // Stop and resume music, during game PAUSE.
@@ -549,7 +549,7 @@
                                                   c->origin,
                                                   &volume,
                                                   &sep);
-                    
+
                     if (!audible)
                     {
                         S_StopChannel(cnum);
@@ -576,7 +576,7 @@
     {
         I_Error("Attempt to set music volume at %d",
                 volume);
-    }    
+    }
 
     I_SetMusicVolume(volume);
 }