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https://github.com/AquariaOSE/Aquaria.git
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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.
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parent
dcd21b57bd
commit
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42 changed files with 691 additions and 706 deletions
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@ -1112,7 +1112,6 @@ void AnimationEditor::flipRot()
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BoneKeyframe *bcur = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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BoneKeyframe *bcur = editSprite->getCurrentAnimation()->getKeyframe(currentKey)->getBoneKeyframe(editingBone->boneIdx);
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if (bcur)
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if (bcur)
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{
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{
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// int rotdiff = editingBone->rotation.z - bcur->rot;
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if (!core->getCtrlState())
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if (!core->getCtrlState())
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{
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{
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for (int i = 0; i < editSprite->getCurrentAnimation()->getNumKeyframes(); ++i)
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for (int i = 0; i < editSprite->getCurrentAnimation()->getNumKeyframes(); ++i)
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@ -2244,7 +2244,6 @@ float Game::getCoverage(Vector pos, int sampleArea)
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{
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{
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if (x == t.x && y == t.y) continue;
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if (x == t.x && y == t.y) continue;
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TileVector ct(x,y);
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TileVector ct(x,y);
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//Vector vt = ct.worldVector();
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if (isObstructed(ct))
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if (isObstructed(ct))
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{
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{
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covered++;
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covered++;
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@ -10401,8 +10400,6 @@ void Game::update(float dt)
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cameraInterp.interpolateTo(dest, cameraLerpDelay);
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cameraInterp.interpolateTo(dest, cameraLerpDelay);
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dsq->cameraPos = getCameraPositionFor(cameraInterp);
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dsq->cameraPos = getCameraPositionFor(cameraInterp);
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constrainCamera();
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constrainCamera();
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//float dd = (dsq->cameraPos - oldCamPos).getLength2D();
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}
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}
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cameraInterp.update(dt);
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cameraInterp.update(dt);
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@ -587,9 +587,6 @@ void Path::update(float dt)
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Vector start = nodes[0].position;
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Vector start = nodes[0].position;
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Vector end = nodes[1].position;
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Vector end = nodes[1].position;
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Vector v = end - start;
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Vector v = end - start;
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//Vector left = v.getPerpendicularLeft();
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//Vector right = v.getPerpendicularRight();
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//Vector mid = (end-start) + start;
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FOR_ENTITIES(i)
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FOR_ENTITIES(i)
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{
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{
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Entity *e = *i;
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Entity *e = *i;
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@ -79,8 +79,7 @@ void PathFinding::molestPath(VectorPath &path)
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{
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{
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Vector node = path.getPathNode(i)->value;
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Vector node = path.getPathNode(i)->value;
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float dist;
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float dist;
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int sample = 20;
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const int sample = 20;
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//float maxDist = sample * TILE_SIZE;
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{
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{
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Vector n = dsq->game->getWallNormal(node, sample, &dist);
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Vector n = dsq->game->getWallNormal(node, sample, &dist);
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if (dist != -1 && (n.x != 0 || n.y != 0))
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if (dist != -1 && (n.x != 0 || n.y != 0))
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@ -264,10 +264,6 @@ void AfterEffectManager::renderGrid()
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if (activeShader)
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if (activeShader)
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activeShader->unbind();
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activeShader->unbind();
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//float width2 = float(vw)/2;
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//float height2 = float(vh)/2;
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if(firstShader != lastShader)
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if(firstShader != lastShader)
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{
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{
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// From here on: secondary shader passes.
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// From here on: secondary shader passes.
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@ -80,8 +80,6 @@ void PostProcessingFX::render()
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FXTypes type = (FXTypes)i;
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FXTypes type = (FXTypes)i;
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switch(type)
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switch(type)
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{
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{
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case FTX_NONE:
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break;
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case FXT_MAX:
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case FXT_MAX:
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break;
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break;
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case FXT_RADIALBLUR:
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case FXT_RADIALBLUR:
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@ -26,7 +26,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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enum FXTypes
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enum FXTypes
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{
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{
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FTX_NONE =-1,
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FXT_RADIALBLUR =0,
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FXT_RADIALBLUR =0,
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FXT_MAX
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FXT_MAX
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};
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};
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