source reformatting
Fixup some of the inconsistently formatted code that has been introduced recently or been building up for a while. Done manually. I wasn't systematic except for looking for lines ending in '&' or '|' (which wouldn't find such things if they're followed by a comment) so there might be lots more. I changed a bunch of C++-style //... comments to old style C /*...*/ so that they'll match the rest of the core's code rather than because they shouldn't be used.
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6
src/do.c
6
src/do.c
@@ -1,4 +1,4 @@
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/* NetHack 3.7 do.c $NHDT-Date: 1689629244 2023/07/17 21:27:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.358 $ */
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/* NetHack 3.7 do.c $NHDT-Date: 1702023250 2023/12/08 08:14:10 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.368 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Derek S. Ray, 2015. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -303,8 +303,8 @@ flooreffects(struct obj *obj, coordxy x, coordxy y, const char *verb)
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} else if (gc.context.mon_moving && IS_ALTAR(levl[x][y].typ)
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&& cansee(x,y)) {
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doaltarobj(obj);
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} else if (obj->oclass == POTION_CLASS && gl.level.flags.temperature > 0 &&
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(levl[x][y].typ == ROOM || levl[x][y].typ == CORR)) {
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} else if (obj->oclass == POTION_CLASS && gl.level.flags.temperature > 0
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&& (levl[x][y].typ == ROOM || levl[x][y].typ == CORR)) {
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/* Potions are sometimes destroyed when landing on very hot
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ground. The basic odds are 50% for nonblessed potions and
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30% for blessed potions; if you have handled the object
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