BBVS: Use spaces instead of tabs for formatting

This commit is contained in:
johndoe123 2014-02-15 23:39:05 +01:00
parent 62e7b4bbba
commit 86b5192d1b
5 changed files with 72 additions and 72 deletions

View File

@ -99,7 +99,7 @@ static const int kAfterVideoSceneNum[] = {
};
const int kMainMenu = 44;
const int kCredits = 45;
const int kCredits = 45;
bool WalkArea::contains(const Common::Point &pt) const {
return Common::Rect(x, y, x + width, y + height).contains(pt);

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@ -63,84 +63,84 @@ class SoundMan;
#define BBVS_SAVEGAME_VERSION 0
enum {
kVerbLook = 0,
kVerbUse = 1,
kVerbTalk = 2,
kVerbWalk = 3,
kVerbInvItem = 4,
kVerbShowInv = 5
kVerbLook = 0,
kVerbUse = 1,
kVerbTalk = 2,
kVerbWalk = 3,
kVerbInvItem = 4,
kVerbShowInv = 5
};
enum {
kITNone = 0,
kITEmpty = 1,
KITSceneObject = 2,
kITBgObject = 3,
kITDialog = 4,
kITScroll = 5,
kITSceneExit = 6,
kITInvItem = 7
kITNone = 0,
kITEmpty = 1,
KITSceneObject = 2,
kITBgObject = 3,
kITDialog = 4,
kITScroll = 5,
kITSceneExit = 6,
kITInvItem = 7
};
enum {
kGSScene = 0,
kGSInventory = 1,
kGSVerbs = 2,
kGSWait = 3,
kGSDialog = 4,
kGSWaitDialog = 5
kGSScene = 0,
kGSInventory = 1,
kGSVerbs = 2,
kGSWait = 3,
kGSDialog = 4,
kGSWaitDialog = 5
};
enum {
kActionCmdStop = 0,
kActionCmdWalkObject = 3,
kActionCmdMoveObject = 4,
kActionCmdAnimObject = 5,
kActionCmdSetCameraPos = 7,
kActionCmdPlaySpeech = 8,
kActionCmdPlaySound = 10,
kActionCmdStartBackgroundSound = 11,
kActionCmdStopBackgroundSound = 12
kActionCmdStop = 0,
kActionCmdWalkObject = 3,
kActionCmdMoveObject = 4,
kActionCmdAnimObject = 5,
kActionCmdSetCameraPos = 7,
kActionCmdPlaySpeech = 8,
kActionCmdPlaySound = 10,
kActionCmdStartBackgroundSound = 11,
kActionCmdStopBackgroundSound = 12
};
enum {
kCondUnused = 1,
kCondSceneObjectVerb = 2,
kCondBgObjectVerb = 3,
kCondSceneObjectInventory = 4,
kCondBgObjectInventory = 5,
kCondHasInventoryItem = 6,
kCondHasNotInventoryItem = 7,
kCondIsGameVar = 8,
kCondIsNotGameVar = 9,
kCondIsPrevSceneNum = 10,
kCondIsCurrTalkObject = 11,
kCondIsDialogItem = 12,
kCondIsCameraNum = 13,
kCondIsNotPrevSceneNum = 14,
kCondDialogItem0 = 15,
kCondIsButtheadAtBgObject = 16,
kCondIsNotSceneVisited = 17,
kCondIsSceneVisited = 18,
kCondIsCameraNumTransition = 19
kCondUnused = 1,
kCondSceneObjectVerb = 2,
kCondBgObjectVerb = 3,
kCondSceneObjectInventory = 4,
kCondBgObjectInventory = 5,
kCondHasInventoryItem = 6,
kCondHasNotInventoryItem = 7,
kCondIsGameVar = 8,
kCondIsNotGameVar = 9,
kCondIsPrevSceneNum = 10,
kCondIsCurrTalkObject = 11,
kCondIsDialogItem = 12,
kCondIsCameraNum = 13,
kCondIsNotPrevSceneNum = 14,
kCondDialogItem0 = 15,
kCondIsButtheadAtBgObject = 16,
kCondIsNotSceneVisited = 17,
kCondIsSceneVisited = 18,
kCondIsCameraNumTransition = 19
};
enum {
kActResAddInventoryItem = 1,
kActResRemoveInventoryItem = 2,
kActResSetGameVar = 3,
kActResUnsetGameVar = 4,
kActResStartDialog = 5,
kActResChangeScene = 6
kActResAddInventoryItem = 1,
kActResRemoveInventoryItem = 2,
kActResSetGameVar = 3,
kActResUnsetGameVar = 4,
kActResStartDialog = 5,
kActResChangeScene = 6
};
enum {
kLeftButtonClicked = 1,
kRightButtonClicked = 2,
kLeftButtonDown = 4,
kRightButtonDown = 8,
kAnyButtonClicked = kLeftButtonClicked | kRightButtonClicked,
kAnyButtonDown = kLeftButtonDown | kRightButtonDown
kLeftButtonClicked = 1,
kRightButtonClicked = 2,
kLeftButtonDown = 4,
kRightButtonDown = 8,
kAnyButtonClicked = kLeftButtonClicked | kRightButtonClicked,
kAnyButtonDown = kLeftButtonDown | kRightButtonDown
};
struct BBPoint {

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@ -50,9 +50,9 @@ enum {
};
enum {
kMainMenuScr = 0,
kOptionsMenuScr = 1,
kMiniGamesMenuScr = 2
kMainMenuScr = 0,
kOptionsMenuScr = 1,
kMiniGamesMenuScr = 2
};
class MainMenu : public GUI::Dialog {

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@ -57,10 +57,10 @@ public:
};
enum {
kGSTitleScreen = 0, // Title screen
kGSMainGame = 1, // Game when called as part of the main game
kGSStandaloneGame = 2, // Game when called as standalone game
kGSScoreCountUp = 3 // Score countup and next level text
kGSTitleScreen = 0, // Title screen
kGSMainGame = 1, // Game when called as part of the main game
kGSStandaloneGame = 2, // Game when called as standalone game
kGSScoreCountUp = 3 // Score countup and next level text
};
Obj _objects[kMaxObjectsCount];

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@ -31,10 +31,10 @@
namespace Bbvs {
enum {
kMinigameBbLoogie = 0,
kMinigameBbTennis = 1,
kMinigameBbAnt = 2,
kMinigameBbAirGuitar = 3,
kMinigameBbLoogie = 0,
kMinigameBbTennis = 1,
kMinigameBbAnt = 2,
kMinigameBbAirGuitar = 3,
kMinigameCount
};