From b3abf04dbb73f323397926e1f2bd84fd77451128 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Sun, 29 Mar 2026 17:52:56 -0700 Subject: [PATCH] fix: misleading indentation on PLAYER_ALIVE/PLAYER_UNGHOST event emits The emit calls were indented at a level suggesting they were outside the if/else blocks, but braces placed them inside. Fixed to match the actual control flow, preventing a future maintainer from "correcting" the indentation and accidentally changing the logic. --- src/game/entity_controller.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/game/entity_controller.cpp b/src/game/entity_controller.cpp index eb4fc5c6..836c6943 100644 --- a/src/game/entity_controller.cpp +++ b/src/game/entity_controller.cpp @@ -757,11 +757,11 @@ EntityController::UnitFieldUpdateResult EntityController::applyUnitFieldsOnUpdat owner_.playerDead_ = false; if (!wasGhost) { LOG_INFO("Player resurrected!"); - pendingEvents_.emit("PLAYER_ALIVE", {}); + pendingEvents_.emit("PLAYER_ALIVE", {}); } else { LOG_INFO("Player entered ghost form"); owner_.releasedSpirit_ = false; - pendingEvents_.emit("PLAYER_UNGHOST", {}); + pendingEvents_.emit("PLAYER_UNGHOST", {}); } } if ((entity->getType() == ObjectType::UNIT || entity->getType() == ObjectType::PLAYER) && owner_.npcRespawnCallback_) {