}
shell = fship.shp_item[I_SHELL];
if (shell < 2)
- shell += supply_commod(fship.shp_own, fship.shp_x,
- fship.shp_y, I_SHELL, 2 - shell);
+ shell += supply_commod(fship.shp_own,
+ fship.shp_x, fship.shp_y,
+ I_SHELL, 2 - shell);
if (shell <= 0) {
pr("Klick! ...\n");
continue;
fy = fsect.sct_y;
if (fsect.sct_own != player->cnum ||
fsect.sct_type != SCT_FORTR) {
- pr("No fortress at %s\n", xyas(fsect.sct_x,
- fsect.sct_y, player->cnum));
+ pr("No fortress at %s\n",
+ xyas(fsect.sct_x, fsect.sct_y, player->cnum));
continue;
}
if (target == targ_land) {
}
shell = fsect.sct_item[I_SHELL];
if (shell <= 0)
- shell += supply_commod(fsect.sct_own, fsect.sct_x,
- fsect.sct_y, I_SHELL, 1);
+ shell += supply_commod(fsect.sct_own,
+ fsect.sct_x, fsect.sct_y,
+ I_SHELL, 1);
if (shell <= 0) {
pr("Klick! ...\n");
continue;
if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
if (shell < SHP_TORP_SHELLS)
- shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
+ shell += supply_commod(ship.shp_own,
+ ship.shp_x, ship.shp_y,
I_SHELL, SHP_TORP_SHELLS - shell);
if (shell < SHP_TORP_SHELLS)
continue;
continue;
/* must have gun, shell, and milit to fire */
if (shell < 1)
- shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
- I_SHELL, 1);
+ shell += supply_commod(ship.shp_own,
+ ship.shp_x, ship.shp_y, I_SHELL, 1);
/* only need 1 shell, so don't check that */
if (shell < 1)
continue;