diff --git a/src/input.c b/src/input.c index c444d8d..3035111 100644 --- a/src/input.c +++ b/src/input.c @@ -127,38 +127,38 @@ static void input_key(int keynum, double value, int abs) { // Turning left. else if(KEY("left")) { // Set flags for facing correction. - if(value == KEY_PRESS) player_setFlag(PLAYER_TURN_LEFT); - else if(value == KEY_RELEASE) player_rmFlag(PLAYER_TURN_LEFT); + if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); } + else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); } - if(abs)player_turn = -value; - else player_turn -= value; - if(player_turn < -1.) player_turn = -1.; // Make sure value is sane. + if(abs) { player_turn = -value; } + else { player_turn -= value; } + if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane. } // Turning right. else if(KEY("right")) { // Set flags for facing correction. - if(value == KEY_PRESS) player_setFlag(PLAYER_TURN_RIGHT); - else if(value == KEY_RELEASE) player_rmFlag(PLAYER_TURN_RIGHT); + if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); } + else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); } - if(abs) player_turn = value; - else player_turn += value; + if(abs) { player_turn = value; } + else { player_turn += value; } - if(player_turn < -1.) player_turn = -1.; // Make sure value is sane. + if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane. } // Turn around to face vel. else if(KEY("reverse")) { - if(value == KEY_PRESS) player_setFlag(PLAYER_REVERSE); + if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_REVERSE); player_turn = 0; // Turning corrections. - if(player_isFlag(PLAYER_TURN_LEFT)) player_turn -= 1; - if(player_isFlag(PLAYER_TURN_RIGHT)) player_turn += 1; + if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; } + if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; } } } // Shoot primary weapon. BOOM BOOM. else if(KEY("primary") && !paused) { - if(value == KEY_PRESS) player_setFlag(PLAYER_PRIMARY); - else if(value == KEY_RELEASE) player_rmFlag(PLAYER_PRIMARY); + if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); } + else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); } } // Targetting. else if(KEY("target") && !paused) { @@ -169,14 +169,14 @@ static void input_key(int keynum, double value, int abs) { } // Face the target. else if(KEY("face")) { - if(value == KEY_PRESS) player_setFlag(PLAYER_FACE); + if(value == KEY_PRESS) { player_setFlag(PLAYER_FACE); } else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_FACE); // Turning corrections. player_turn = 0; - if(player_isFlag(PLAYER_TURN_LEFT)) player_turn -= 1; - if(player_isFlag(PLAYER_TURN_RIGHT)) player_turn += 1; + if(player_isFlag(PLAYER_TURN_LEFT)) { player_turn -= 1; } + if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; } } } // Board those ships. @@ -185,8 +185,8 @@ static void input_key(int keynum, double value, int abs) { } // Shooting secondary weapon. else if(KEY("secondary") && INGAME()) { - if(value == KEY_PRESS) player_setFlag(PLAYER_SECONDARY); - else if(value == KEY_RELEASE) player_rmFlag(PLAYER_SECONDARY); + if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); } + else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); } } // Selecting secondary weapon. else if(KEY("secondary_next") && INGAME()) {