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Negate edentity room check and use a continue
This reduces the brace level by one, meaning the indentation level is no longer semi-misleading.
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264279d17a
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8b8f9b3389
1 changed files with 4 additions and 2 deletions
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@ -1682,7 +1682,10 @@ void mapclass::loadlevel(int rx, int ry)
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//If entity is in this room, create it
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//If entity is in this room, create it
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int tsx=(edentity[edi].x-(edentity[edi].x%40))/40;
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int tsx=(edentity[edi].x-(edentity[edi].x%40))/40;
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int tsy=(edentity[edi].y-(edentity[edi].y%30))/30;
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int tsy=(edentity[edi].y-(edentity[edi].y%30))/30;
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if(tsx==rx-100 && tsy==ry-100){
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if (tsx != rx-100 || tsy != ry-100)
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{
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continue;
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}
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switch(edentity[edi].t){
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switch(edentity[edi].t){
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case 1: //Enemies
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case 1: //Enemies
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int bx1, by1, bx2, by2;
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int bx1, by1, bx2, by2;
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@ -1795,7 +1798,6 @@ void mapclass::loadlevel(int rx, int ry)
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break;
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break;
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}
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}
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}
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}
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}
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//do the appear/remove roomname here
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//do the appear/remove roomname here
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break;
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break;
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