mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-23 19:16:21 +00:00
Indentation fixes: changed spaces to tabs. (These tend to really stick out
in my editor, since it shows tabs as eight spaces, not four.) svn-id: r12002
This commit is contained in:
parent
d8b0a38718
commit
85deabed70
@ -274,7 +274,7 @@ uint8 SwordControl::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) {
|
||||
}
|
||||
} else if (id == BUTTON_SAVE_CANCEL)
|
||||
return BUTTON_MAIN_PANEL; // mode down to main panel
|
||||
break;
|
||||
break;
|
||||
case BUTTON_VOLUME_PANEL:
|
||||
return id;
|
||||
}
|
||||
@ -299,9 +299,9 @@ void SwordControl::setupMainPanel(void) {
|
||||
delete panel;
|
||||
|
||||
if (SwordEngine::_systemVars.deathScreenFlag)
|
||||
createButtons(_deathButtons, 3);
|
||||
createButtons(_deathButtons, 3);
|
||||
else {
|
||||
createButtons(_panelButtons, 8);
|
||||
createButtons(_panelButtons, 8);
|
||||
_buttons[6]->setSelected(SwordEngine::_systemVars.showText);
|
||||
}
|
||||
|
||||
@ -343,7 +343,7 @@ void SwordControl::setupSaveRestorePanel(bool saving) {
|
||||
} else {
|
||||
renderText(_lStrings[STR_RESTORE], _saveButtons[12].x + 30, _saveButtons[13].y, TEXT_LEFT_ALIGN);
|
||||
}
|
||||
readSavegameDescriptions();
|
||||
readSavegameDescriptions();
|
||||
_selectedSavegame = 255;
|
||||
showSavegameNames();
|
||||
}
|
||||
@ -391,7 +391,7 @@ void SwordControl::handleSaveKey(uint8 key) {
|
||||
bool SwordControl::saveToFile(void) {
|
||||
if ((_selectedSavegame == 255) || !strlen(_saveNames[_selectedSavegame]))
|
||||
return false; // no saveslot selected or no name entered
|
||||
saveGameToFile(_selectedSavegame);
|
||||
saveGameToFile(_selectedSavegame);
|
||||
writeSavegameDescriptions();
|
||||
return true;
|
||||
}
|
||||
@ -424,7 +424,7 @@ void SwordControl::readSavegameDescriptions(void) {
|
||||
} while ((ch != 10) && (ch != 255));
|
||||
curFileNum++;
|
||||
} while (ch != 255);
|
||||
_saveFiles = curFileNum;
|
||||
_saveFiles = curFileNum;
|
||||
for (uint8 cnt = _saveFiles; cnt < 64; cnt++)
|
||||
_saveNames[cnt][0] = '\0';
|
||||
} else
|
||||
@ -467,7 +467,7 @@ void SwordControl::saveNameSelect(uint8 id, bool saving) {
|
||||
if (saving && (_selectedSavegame != 255)) // the player may have entered something, clear it again
|
||||
strcpy(_saveNames[_selectedSavegame], _oldName);
|
||||
if (num < _saveFiles) {
|
||||
_selectedSavegame = num;
|
||||
_selectedSavegame = num;
|
||||
strcpy(_oldName, _saveNames[num]); // save for later
|
||||
} else {
|
||||
if (!saving)
|
||||
@ -530,7 +530,7 @@ uint16 SwordControl::getTextWidth(const char *str) {
|
||||
width += FROM_LE_16(_resMan->fetchFrame(_font, *str - 32)->width) - 3;
|
||||
str++;
|
||||
}
|
||||
return width;
|
||||
return width;
|
||||
}
|
||||
|
||||
void SwordControl::renderText(const char *str, uint16 x, uint16 y, uint8 mode) {
|
||||
@ -650,7 +650,7 @@ void SwordControl::doRestore(void) {
|
||||
playerRaw++;
|
||||
bufPos += 4;
|
||||
}
|
||||
free(_restoreBuf);
|
||||
free(_restoreBuf);
|
||||
SwordLogic::_scriptVars[CHANGE_DIR] = cpt->o_dir;
|
||||
SwordLogic::_scriptVars[CHANGE_X] = cpt->o_xcoord;
|
||||
SwordLogic::_scriptVars[CHANGE_Y] = cpt->o_ycoord;
|
||||
@ -886,6 +886,6 @@ const char SwordControl::_languageStrings[8 * 20][43] = {
|
||||
"M\xFAsica",
|
||||
"Voz",
|
||||
"Efeitos",
|
||||
"Fim",
|
||||
"Fim",
|
||||
"UNIDADE CHEIA!",
|
||||
};
|
||||
|
@ -196,7 +196,7 @@ void SwordLogic::processLogic(BsObject *compact, uint32 id) {
|
||||
if (id == GMASTER_79) {
|
||||
// workaround for ending script.
|
||||
// GMASTER_79 is not prepared for mega_interact receiving INS_quit
|
||||
fnSuicide(compact, id, 0, 0, 0, 0, 0, 0);
|
||||
fnSuicide(compact, id, 0, 0, 0, 0, 0, 0);
|
||||
logicRet = 0;
|
||||
} else {
|
||||
compact->o_logic = LOGIC_script;
|
||||
|
@ -94,7 +94,7 @@ void ResMan::loadCluDescript(const char *fileName) {
|
||||
free(cluIndex);
|
||||
|
||||
if (_prj.clu[3]->grp[5]->noRes == 29)
|
||||
for (uint8 cnt = 0; cnt < 29; cnt++)
|
||||
for (uint8 cnt = 0; cnt < 29; cnt++)
|
||||
_srIdList[cnt] = 0x04050000 | cnt;
|
||||
}
|
||||
|
||||
|
@ -1049,7 +1049,7 @@ void SwordEngine::go(void) {
|
||||
}
|
||||
|
||||
do {
|
||||
uint8 action = mainLoop();
|
||||
uint8 action = mainLoop();
|
||||
|
||||
// the mainloop was left, we have to reinitialize.
|
||||
reinitialize();
|
||||
@ -1116,7 +1116,7 @@ uint8 SwordEngine::mainLoop(void) {
|
||||
|
||||
// do something smart here to implement pausing the game. If we even want that, that is.
|
||||
} while ((SwordLogic::_scriptVars[SCREEN] == SwordLogic::_scriptVars[NEW_SCREEN]) && (retCode == 0));
|
||||
|
||||
|
||||
if ((retCode == 0) && (SwordLogic::_scriptVars[SCREEN] != 53) && _systemVars.wantFade) {
|
||||
_screen->fadeDownPalette();
|
||||
while (_screen->stillFading()) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user