# HG changeset patch # User sheepluva # Date 1491342199 -7200 # Node ID cb3e785534dadd4b93b0decb9275e340514c0aee # Parent 4d1250ca68ace6259d7d5e70b591b714d08ba8b8 whitespace fixes (SEE, I AM USEFUL!) diff -r 4d1250ca68ac -r cb3e785534da hedgewars/uTypes.pas --- a/hedgewars/uTypes.pas Sun Oct 09 19:59:00 2016 +0200 +++ b/hedgewars/uTypes.pas Tue Apr 04 23:43:19 2017 +0200 @@ -90,7 +90,7 @@ sprSDFlake, sprSDWater, sprSDCloud, sprSDSplash, sprSDDroplet, sprTardis, sprSlider, sprBotlevels, sprHandKnife, sprKnife, sprStar, sprIceTexture, sprIceGun, sprFrozenHog, sprAmRubber, sprBoing, sprCustom1, sprCustom2, sprAirMine, sprHandAirMine, - sprFlakeL, sprSDFlakeL, sprCloudL, sprSDCloudL + sprFlakeL, sprSDFlakeL, sprCloudL, sprSDCloudL ); // Gears that interact with other Gears and/or Land @@ -276,7 +276,7 @@ // DirAngle is a 'real' - if you do not need it for rotation of sprite in uGearsRender, you can use it for any visual-only value DirAngle: real; // These are frequently overridden to serve some other purpose - Boom: Longword; // amount of damage caused by the gear + Boom: Longword; // amount of damage caused by the gear Pos: Longword; // Commonly overridden. Example use is posCase values in uConsts. Angle, Power : Longword; // Used for hog aiming/firing. Angle is rarely used as an Angle otherwise. Timer, WDTimer : LongWord; // Typically used for some sort of gear timer. Time to explosion, remaining fuel... diff -r 4d1250ca68ac -r cb3e785534da hedgewars/uVisualGears.pas --- a/hedgewars/uVisualGears.pas Sun Oct 09 19:59:00 2016 +0200 +++ b/hedgewars/uVisualGears.pas Tue Apr 04 23:43:19 2017 +0200 @@ -160,7 +160,7 @@ if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint); case Gear^.Kind of vgtCloud: begin - spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL)); + spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL)); DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height) end; vgtFlake: begin @@ -421,11 +421,11 @@ Tint(Gear^.Tint); case Gear^.Kind of vgtCloud: begin - sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL)); + sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL)); DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame); end; vgtFlake: begin - sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL)); + sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL)); if speedlessFlakes then DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame) else