float sound_allowed(float _dest, entity e)
{
// sounds from world may always pass
- for(0;;)
+ for (;;)
{
if (e.classname == "body")
e = e.enemy;
cur = initialize_entity_first;
prev = world;
- for(0;;)
+ for (;;)
{
if (!cur || cur.initialize_entity_order > order)
{