Wrap long lines to fit within 80 columns across the codebase
Pure whitespace/line-break reformatting (braces, newlines, and line continuations matching this codebase's existing wrap conventions) - no logic, string content, or identifiers changed anywhere. Confirmed via diff against the pre-change tree and by rebuilding + re-running the affected test suites, which produce identical pass/fail results. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -10,7 +10,9 @@
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#include "rpg/overworld/map.h"
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#include "rpg/overworld/worldpos.h"
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static void setTile(const worldpos_t pos, const tileshape_t shape, const uint8_t z) {
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static void setTile(
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const worldpos_t pos, const tileshape_t shape, const uint8_t z
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) {
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chunktileindex_t index = worldPosToChunkTileIndex(&pos);
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MAP.chunks[0].tiles[index] = (tile_t){ .shape = shape, .z = z };
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}
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@@ -57,7 +57,9 @@ static void test_entityInteractWithPrintTurnsNpcToFacePlayer(void **state) {
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entityInteractWith(player, target);
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assert_true(uiTextboxMainIsActive());
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assert_int_equal(target->data.npc.interactState, NPC_INTERACT_STATE_CONVERSING);
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assert_int_equal(
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target->data.npc.interactState, NPC_INTERACT_STATE_CONVERSING
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);
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// NPC turns to face the opposite of the player's facing direction.
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assert_int_equal(target->direction, entityDirGetOpposite(player->direction));
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}
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