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Replace spaces with tabs (future self: i'm sorry)

In most places, that is. Left some files unchanges because they are a mess.
This commit is contained in:
fgenesis 2017-01-12 22:51:46 +01:00
parent dcd21b57bd
commit 8af953cb63
42 changed files with 691 additions and 706 deletions

View file

@ -1112,7 +1112,6 @@ void AnimationEditor::flipRot()
BoneKeyframe *bcur = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx); BoneKeyframe *bcur = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
if (bcur) if (bcur)
{ {
// int rotdiff = editingBone->rotation.z - bcur->rot;
if (!core->getCtrlState()) if (!core->getCtrlState())
{ {
for (int i = 0; i < editSprite->getCurrentAnimation()->getNumKeyframes(); ++i) for (int i = 0; i < editSprite->getCurrentAnimation()->getNumKeyframes(); ++i)

View file

@ -2244,7 +2244,6 @@ float Game::getCoverage(Vector pos, int sampleArea)
{ {
if (x == t.x && y == t.y) continue; if (x == t.x && y == t.y) continue;
TileVector ct(x,y); TileVector ct(x,y);
//Vector vt = ct.worldVector();
if (isObstructed(ct)) if (isObstructed(ct))
{ {
covered++; covered++;
@ -10401,8 +10400,6 @@ void Game::update(float dt)
cameraInterp.interpolateTo(dest, cameraLerpDelay); cameraInterp.interpolateTo(dest, cameraLerpDelay);
dsq->cameraPos = getCameraPositionFor(cameraInterp); dsq->cameraPos = getCameraPositionFor(cameraInterp);
constrainCamera(); constrainCamera();
//float dd = (dsq->cameraPos - oldCamPos).getLength2D();
} }
cameraInterp.update(dt); cameraInterp.update(dt);

View file

@ -587,9 +587,6 @@ void Path::update(float dt)
Vector start = nodes[0].position; Vector start = nodes[0].position;
Vector end = nodes[1].position; Vector end = nodes[1].position;
Vector v = end - start; Vector v = end - start;
//Vector left = v.getPerpendicularLeft();
//Vector right = v.getPerpendicularRight();
//Vector mid = (end-start) + start;
FOR_ENTITIES(i) FOR_ENTITIES(i)
{ {
Entity *e = *i; Entity *e = *i;

View file

@ -79,8 +79,7 @@ void PathFinding::molestPath(VectorPath &path)
{ {
Vector node = path.getPathNode(i)->value; Vector node = path.getPathNode(i)->value;
float dist; float dist;
int sample = 20; const int sample = 20;
//float maxDist = sample * TILE_SIZE;
{ {
Vector n = dsq->game->getWallNormal(node, sample, &dist); Vector n = dsq->game->getWallNormal(node, sample, &dist);
if (dist != -1 && (n.x != 0 || n.y != 0)) if (dist != -1 && (n.x != 0 || n.y != 0))

View file

@ -264,10 +264,6 @@ void AfterEffectManager::renderGrid()
if (activeShader) if (activeShader)
activeShader->unbind(); activeShader->unbind();
//float width2 = float(vw)/2;
//float height2 = float(vh)/2;
if(firstShader != lastShader) if(firstShader != lastShader)
{ {
// From here on: secondary shader passes. // From here on: secondary shader passes.

View file

@ -80,8 +80,6 @@ void PostProcessingFX::render()
FXTypes type = (FXTypes)i; FXTypes type = (FXTypes)i;
switch(type) switch(type)
{ {
case FTX_NONE:
break;
case FXT_MAX: case FXT_MAX:
break; break;
case FXT_RADIALBLUR: case FXT_RADIALBLUR:

View file

@ -26,7 +26,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
enum FXTypes enum FXTypes
{ {
FTX_NONE =-1,
FXT_RADIALBLUR =0, FXT_RADIALBLUR =0,
FXT_MAX FXT_MAX
}; };