Used tabs instead of spaces before trailing comments
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
parent
417fce45b3
commit
b2b9d8ab12
1 changed files with 35 additions and 35 deletions
|
@ -47,16 +47,16 @@ BOOL AddArmsData(long code, long max_num)
|
|||
while (i < ARMS_MAX)
|
||||
{
|
||||
if (gArmsData[i].code == code)
|
||||
break; // Found identical
|
||||
break; // Found identical
|
||||
|
||||
if (gArmsData[i].code == 0)
|
||||
break; // Found free slot
|
||||
break; // Found free slot
|
||||
|
||||
++i;
|
||||
}
|
||||
|
||||
if (i == ARMS_MAX)
|
||||
return FALSE; // No space left
|
||||
return FALSE; // No space left
|
||||
|
||||
if (gArmsData[i].code == 0)
|
||||
{
|
||||
|
@ -83,14 +83,14 @@ BOOL SubArmsData(long code)
|
|||
int i;
|
||||
for (i = 0; i < ARMS_MAX; ++i)
|
||||
if (gArmsData[i].code == code)
|
||||
break; // Found
|
||||
break; // Found
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
if (i == ARMS_MAX)
|
||||
#else
|
||||
if (i == ITEM_MAX) // Wrong
|
||||
if (i == ITEM_MAX) // Wrong
|
||||
#endif
|
||||
return FALSE; // Not found
|
||||
return FALSE; // Not found
|
||||
|
||||
// Shift all arms from the right to the left
|
||||
for (++i; i < ARMS_MAX; ++i)
|
||||
|
@ -110,13 +110,13 @@ BOOL TradeArms(long code1, long code2, long max_num)
|
|||
while (i < ARMS_MAX)
|
||||
{
|
||||
if (gArmsData[i].code == code1)
|
||||
break; // Found identical
|
||||
break; // Found identical
|
||||
|
||||
++i;
|
||||
}
|
||||
|
||||
if (i == ARMS_MAX)
|
||||
return FALSE; // Not found
|
||||
return FALSE; // Not found
|
||||
|
||||
// Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon.
|
||||
gArmsData[i].level = 1;
|
||||
|
@ -135,16 +135,16 @@ BOOL AddItemData(long code)
|
|||
while (i < ITEM_MAX)
|
||||
{
|
||||
if (gItemData[i].code == code)
|
||||
break; // Found identical
|
||||
break; // Found identical
|
||||
|
||||
if (gItemData[i].code == 0)
|
||||
break; // Found free slot
|
||||
break; // Found free slot
|
||||
|
||||
++i;
|
||||
}
|
||||
|
||||
if (i == ITEM_MAX)
|
||||
return FALSE; // Not found
|
||||
return FALSE; // Not found
|
||||
|
||||
gItemData[i].code = code;
|
||||
|
||||
|
@ -157,10 +157,10 @@ BOOL SubItemData(long code)
|
|||
int i;
|
||||
for (i = 0; i < ITEM_MAX; ++i)
|
||||
if (gItemData[i].code == code)
|
||||
break; // Found
|
||||
break; // Found
|
||||
|
||||
if (i == ITEM_MAX)
|
||||
return FALSE; // Not found
|
||||
return FALSE; // Not found
|
||||
|
||||
// Shift all items from the right to the left
|
||||
for (++i; i < ITEM_MAX; ++i)
|
||||
|
@ -236,9 +236,9 @@ void MoveCampCursor()
|
|||
if (gKeyTrg & gKeyRight)
|
||||
{
|
||||
if (gSelectedItem == item_num - 1)
|
||||
gSelectedItem = 6 * (gSelectedItem / 6); // Round down to multiple of 6
|
||||
gSelectedItem = 6 * (gSelectedItem / 6); // Round down to multiple of 6
|
||||
else if (gSelectedItem % 6 == 5)
|
||||
gSelectedItem -= 5; // Loop around row
|
||||
gSelectedItem -= 5; // Loop around row
|
||||
else
|
||||
++gSelectedItem;
|
||||
|
||||
|
@ -248,7 +248,7 @@ void MoveCampCursor()
|
|||
if (gKeyTrg & gKeyUp)
|
||||
{
|
||||
if (gSelectedItem / 6 == 0)
|
||||
gCampActive = FALSE; // We're on the first row, transition to weapons
|
||||
gCampActive = FALSE; // We're on the first row, transition to weapons
|
||||
else
|
||||
gSelectedItem -= 6;
|
||||
|
||||
|
@ -258,7 +258,7 @@ void MoveCampCursor()
|
|||
if (gKeyTrg & gKeyDown)
|
||||
{
|
||||
if (gSelectedItem / 6 == (item_num - 1) / 6)
|
||||
gCampActive = FALSE; // We're on the last row, transition to weapons
|
||||
gCampActive = FALSE; // We're on the last row, transition to weapons
|
||||
else
|
||||
gSelectedItem += 6;
|
||||
|
||||
|
@ -266,7 +266,7 @@ void MoveCampCursor()
|
|||
}
|
||||
|
||||
if (gSelectedItem >= item_num)
|
||||
gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item
|
||||
gSelectedItem = item_num - 1; // Don't allow selecting a non-existing item
|
||||
|
||||
if (gCampActive && gKeyTrg & gKeyOk)
|
||||
StartTextScript(gItemData[gSelectedItem].code + 6000);
|
||||
|
@ -359,7 +359,7 @@ void PutCampObject()
|
|||
for (i = 0; i < ARMS_MAX; ++i)
|
||||
{
|
||||
if (gArmsData[i].code == 0)
|
||||
break; // Invalid weapon
|
||||
break; // Invalid weapon
|
||||
|
||||
// Get icon rect for next weapon
|
||||
rcArms.left = (gArmsData[i].code % 16) * 16;
|
||||
|
@ -396,7 +396,7 @@ void PutCampObject()
|
|||
for (i = 0; i < ITEM_MAX; ++i)
|
||||
{
|
||||
if (gItemData[i].code == 0)
|
||||
break; // Invalid item
|
||||
break; // Invalid item
|
||||
|
||||
// Get rect for next item
|
||||
rcItem.left = 32 * (gItemData[i].code % 8);
|
||||
|
@ -447,9 +447,9 @@ int CampLoop()
|
|||
switch (Call_Escape(ghWnd))
|
||||
{
|
||||
case 0:
|
||||
return 0; // Quit game
|
||||
return 0; // Quit game
|
||||
case 2:
|
||||
return 2; // Go to game intro
|
||||
return 2; // Go to game intro
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -459,9 +459,9 @@ int CampLoop()
|
|||
switch (TextScriptProc())
|
||||
{
|
||||
case 0:
|
||||
return 0; // Quit game
|
||||
return 0; // Quit game
|
||||
case 2:
|
||||
return 2; // Go to game intro
|
||||
return 2; // Go to game intro
|
||||
}
|
||||
|
||||
// Get currently displayed image
|
||||
|
@ -489,46 +489,46 @@ int CampLoop()
|
|||
}
|
||||
|
||||
if (!Flip_SystemTask(ghWnd))
|
||||
return 0; // Quit game
|
||||
return 0; // Quit game
|
||||
}
|
||||
|
||||
// Resume original script
|
||||
LoadTextScript_Stage(old_script_path);
|
||||
gArmsEnergyX = 0x20; // ?
|
||||
return 1; // Go to game
|
||||
return 1; // Go to game
|
||||
}
|
||||
|
||||
BOOL CheckItem(long a)
|
||||
{
|
||||
for (int i = 0; i < ITEM_MAX; ++i)
|
||||
if (gItemData[i].code == a)
|
||||
return TRUE; // Found
|
||||
return TRUE; // Found
|
||||
|
||||
return FALSE; // Not found
|
||||
return FALSE; // Not found
|
||||
}
|
||||
|
||||
BOOL CheckArms(long a)
|
||||
{
|
||||
for (int i = 0; i < ARMS_MAX; ++i)
|
||||
if (gArmsData[i].code == a)
|
||||
return TRUE; // Found
|
||||
return TRUE; // Found
|
||||
|
||||
return FALSE; // Not found
|
||||
return FALSE; // Not found
|
||||
}
|
||||
|
||||
BOOL UseArmsEnergy(long num)
|
||||
{
|
||||
if (gArmsData[gSelectedArms].max_num == 0)
|
||||
return TRUE; // No ammo needed
|
||||
return TRUE; // No ammo needed
|
||||
if (gArmsData[gSelectedArms].num == 0)
|
||||
return FALSE; // No ammo left
|
||||
return FALSE; // No ammo left
|
||||
|
||||
gArmsData[gSelectedArms].num -= num;
|
||||
|
||||
if (gArmsData[gSelectedArms].num < 0)
|
||||
gArmsData[gSelectedArms].num = 0;
|
||||
|
||||
return TRUE; // Was able to spend ammo
|
||||
return TRUE; // Was able to spend ammo
|
||||
}
|
||||
|
||||
BOOL ChargeArmsEnergy(long num)
|
||||
|
@ -539,7 +539,7 @@ BOOL ChargeArmsEnergy(long num)
|
|||
if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
|
||||
gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
|
||||
|
||||
return TRUE; // Always successfull
|
||||
return TRUE; // Always successfull
|
||||
}
|
||||
|
||||
void FullArmsEnergy()
|
||||
|
@ -547,7 +547,7 @@ void FullArmsEnergy()
|
|||
for (int a = 0; a < ARMS_MAX; a++)
|
||||
{
|
||||
if (gArmsData[a].code == 0)
|
||||
continue; // Don't change empty weapons
|
||||
continue; // Don't change empty weapons
|
||||
|
||||
gArmsData[a].num = gArmsData[a].max_num;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue