Remove trailing whitespace

This commit is contained in:
nullableVoidPtr 2018-12-09 11:32:58 +08:00
parent f50faac244
commit cceb8ac331
6 changed files with 10 additions and 10 deletions

View File

@ -464,7 +464,7 @@ static u8 ChooseMoveOrAction_Doubles(void)
if (i == sBattler_AI || gBattleMons[i].hp == 0) if (i == sBattler_AI || gBattleMons[i].hp == 0)
{ {
actionOrMoveIndex[i] = 0xFF; actionOrMoveIndex[i] = 0xFF;
bestMovePointsForTarget[i] = -1 ; bestMovePointsForTarget[i] = -1;
} }
else else
{ {

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@ -5594,7 +5594,7 @@ bool8 TryRunFromBattle(u8 battler)
if (holdEffect == HOLD_EFFECT_CAN_ALWAYS_RUN) if (holdEffect == HOLD_EFFECT_CAN_ALWAYS_RUN)
{ {
gLastUsedItem = gBattleMons[battler].item ; gLastUsedItem = gBattleMons[battler].item;
gProtectStructs[battler].fleeFlag = 1; gProtectStructs[battler].fleeFlag = 1;
effect++; effect++;
} }

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@ -1458,7 +1458,7 @@ static u16 sub_81A9F90(u8 count)
do do
{ {
trainerId = sub_8162548(challengeNum + 1, battleNum); trainerId = sub_8162548(challengeNum + 1, battleNum);
for (i = 0 ; i < count; i++) for (i = 0; i < count; i++)
{ {
if (gSaveBlock2Ptr->frontier.field_CB4[i] == trainerId) if (gSaveBlock2Ptr->frontier.field_CB4[i] == trainerId)
break; break;
@ -1470,7 +1470,7 @@ static u16 sub_81A9F90(u8 count)
do do
{ {
trainerId = sub_8162548(challengeNum, battleNum); trainerId = sub_8162548(challengeNum, battleNum);
for (i = 0 ; i < count; i++) for (i = 0; i < count; i++)
{ {
if (gSaveBlock2Ptr->frontier.field_CB4[i] == trainerId) if (gSaveBlock2Ptr->frontier.field_CB4[i] == trainerId)
break; break;

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@ -1211,7 +1211,7 @@ void sub_80D304C(u16 offset)
if(offset <= 0xA0) if(offset <= 0xA0)
{ {
monIconPalettePtr = gMonIconPaletteTable; monIconPalettePtr = gMonIconPaletteTable;
for(i = 5; i >= 0 ; i--) for(i = 5; i >= 0; i--)
{ {
LoadPalette(monIconPalettePtr->data, offset, 0x20); LoadPalette(monIconPalettePtr->data, offset, 0x20);
offset += 0x10; offset += 0x10;

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@ -871,7 +871,7 @@ static s32 RotatingGate_CanRotate(u8 gateId, s32 rotationDirection)
y = gRotatingGate_PuzzleConfig[gateId].y + 7; y = gRotatingGate_PuzzleConfig[gateId].y + 7;
// Loop through the gate's "arms" clockwise (north, south, east, west) // Loop through the gate's "arms" clockwise (north, south, east, west)
for (i = GATE_ARM_NORTH ; i <= GATE_ARM_WEST; i++) for (i = GATE_ARM_NORTH; i <= GATE_ARM_WEST; i++)
{ {
// Ensure that no part of the arm collides with the map // Ensure that no part of the arm collides with the map
for (j = 0; j < GATE_ARM_MAX_LENGTH; j++) for (j = 0; j < GATE_ARM_MAX_LENGTH; j++)

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@ -890,13 +890,13 @@ static u16 CalcNewMinHandAngle(u16 angle, u8 direction, u8 speed)
{ {
case MVMT_BACKWARD: case MVMT_BACKWARD:
if (angle) if (angle)
angle -= delta ; angle -= delta;
else else
angle = 360 - delta ; angle = 360 - delta;
break; break;
case MVMT_FORWARD: case MVMT_FORWARD:
if (angle < 360 - delta ) if (angle < 360 - delta)
angle += delta ; angle += delta;
else else
angle = 0; angle = 0;
break; break;