Used tabs instead of spaces before trailing comments

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-23 20:29:09 +02:00
parent 417fce45b3
commit b2b9d8ab12
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GPG key ID: 1E75F156884F3DCE

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@ -47,16 +47,16 @@ BOOL AddArmsData(long code, long max_num)
while (i < ARMS_MAX) while (i < ARMS_MAX)
{ {
if (gArmsData[i].code == code) if (gArmsData[i].code == code)
break; // Found identical break; // Found identical
if (gArmsData[i].code == 0) if (gArmsData[i].code == 0)
break; // Found free slot break; // Found free slot
++i; ++i;
} }
if (i == ARMS_MAX) if (i == ARMS_MAX)
return FALSE; // No space left return FALSE; // No space left
if (gArmsData[i].code == 0) if (gArmsData[i].code == 0)
{ {
@ -83,14 +83,14 @@ BOOL SubArmsData(long code)
int i; int i;
for (i = 0; i < ARMS_MAX; ++i) for (i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == code) if (gArmsData[i].code == code)
break; // Found break; // Found
#ifdef FIX_BUGS #ifdef FIX_BUGS
if (i == ARMS_MAX) if (i == ARMS_MAX)
#else #else
if (i == ITEM_MAX) // Wrong if (i == ITEM_MAX) // Wrong
#endif #endif
return FALSE; // Not found return FALSE; // Not found
// Shift all arms from the right to the left // Shift all arms from the right to the left
for (++i; i < ARMS_MAX; ++i) for (++i; i < ARMS_MAX; ++i)
@ -110,13 +110,13 @@ BOOL TradeArms(long code1, long code2, long max_num)
while (i < ARMS_MAX) while (i < ARMS_MAX)
{ {
if (gArmsData[i].code == code1) if (gArmsData[i].code == code1)
break; // Found identical break; // Found identical
++i; ++i;
} }
if (i == ARMS_MAX) 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. // Initialize new weapon replacing old one, but adding the maximum ammunition to that of the old weapon.
gArmsData[i].level = 1; gArmsData[i].level = 1;
@ -135,16 +135,16 @@ BOOL AddItemData(long code)
while (i < ITEM_MAX) while (i < ITEM_MAX)
{ {
if (gItemData[i].code == code) if (gItemData[i].code == code)
break; // Found identical break; // Found identical
if (gItemData[i].code == 0) if (gItemData[i].code == 0)
break; // Found free slot break; // Found free slot
++i; ++i;
} }
if (i == ITEM_MAX) if (i == ITEM_MAX)
return FALSE; // Not found return FALSE; // Not found
gItemData[i].code = code; gItemData[i].code = code;
@ -157,10 +157,10 @@ BOOL SubItemData(long code)
int i; int i;
for (i = 0; i < ITEM_MAX; ++i) for (i = 0; i < ITEM_MAX; ++i)
if (gItemData[i].code == code) if (gItemData[i].code == code)
break; // Found break; // Found
if (i == ITEM_MAX) if (i == ITEM_MAX)
return FALSE; // Not found return FALSE; // Not found
// Shift all items from the right to the left // Shift all items from the right to the left
for (++i; i < ITEM_MAX; ++i) for (++i; i < ITEM_MAX; ++i)
@ -236,9 +236,9 @@ void MoveCampCursor()
if (gKeyTrg & gKeyRight) if (gKeyTrg & gKeyRight)
{ {
if (gSelectedItem == item_num - 1) 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) else if (gSelectedItem % 6 == 5)
gSelectedItem -= 5; // Loop around row gSelectedItem -= 5; // Loop around row
else else
++gSelectedItem; ++gSelectedItem;
@ -248,7 +248,7 @@ void MoveCampCursor()
if (gKeyTrg & gKeyUp) if (gKeyTrg & gKeyUp)
{ {
if (gSelectedItem / 6 == 0) 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 else
gSelectedItem -= 6; gSelectedItem -= 6;
@ -258,7 +258,7 @@ void MoveCampCursor()
if (gKeyTrg & gKeyDown) if (gKeyTrg & gKeyDown)
{ {
if (gSelectedItem / 6 == (item_num - 1) / 6) 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 else
gSelectedItem += 6; gSelectedItem += 6;
@ -266,7 +266,7 @@ void MoveCampCursor()
} }
if (gSelectedItem >= item_num) 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) if (gCampActive && gKeyTrg & gKeyOk)
StartTextScript(gItemData[gSelectedItem].code + 6000); StartTextScript(gItemData[gSelectedItem].code + 6000);
@ -359,7 +359,7 @@ void PutCampObject()
for (i = 0; i < ARMS_MAX; ++i) for (i = 0; i < ARMS_MAX; ++i)
{ {
if (gArmsData[i].code == 0) if (gArmsData[i].code == 0)
break; // Invalid weapon break; // Invalid weapon
// Get icon rect for next weapon // Get icon rect for next weapon
rcArms.left = (gArmsData[i].code % 16) * 16; rcArms.left = (gArmsData[i].code % 16) * 16;
@ -396,7 +396,7 @@ void PutCampObject()
for (i = 0; i < ITEM_MAX; ++i) for (i = 0; i < ITEM_MAX; ++i)
{ {
if (gItemData[i].code == 0) if (gItemData[i].code == 0)
break; // Invalid item break; // Invalid item
// Get rect for next item // Get rect for next item
rcItem.left = 32 * (gItemData[i].code % 8); rcItem.left = 32 * (gItemData[i].code % 8);
@ -447,9 +447,9 @@ int CampLoop()
switch (Call_Escape(ghWnd)) switch (Call_Escape(ghWnd))
{ {
case 0: case 0:
return 0; // Quit game return 0; // Quit game
case 2: case 2:
return 2; // Go to game intro return 2; // Go to game intro
} }
} }
@ -459,9 +459,9 @@ int CampLoop()
switch (TextScriptProc()) switch (TextScriptProc())
{ {
case 0: case 0:
return 0; // Quit game return 0; // Quit game
case 2: case 2:
return 2; // Go to game intro return 2; // Go to game intro
} }
// Get currently displayed image // Get currently displayed image
@ -489,46 +489,46 @@ int CampLoop()
} }
if (!Flip_SystemTask(ghWnd)) if (!Flip_SystemTask(ghWnd))
return 0; // Quit game return 0; // Quit game
} }
// Resume original script // Resume original script
LoadTextScript_Stage(old_script_path); LoadTextScript_Stage(old_script_path);
gArmsEnergyX = 0x20; // ? gArmsEnergyX = 0x20; // ?
return 1; // Go to game return 1; // Go to game
} }
BOOL CheckItem(long a) BOOL CheckItem(long a)
{ {
for (int i = 0; i < ITEM_MAX; ++i) for (int i = 0; i < ITEM_MAX; ++i)
if (gItemData[i].code == a) if (gItemData[i].code == a)
return TRUE; // Found return TRUE; // Found
return FALSE; // Not found return FALSE; // Not found
} }
BOOL CheckArms(long a) BOOL CheckArms(long a)
{ {
for (int i = 0; i < ARMS_MAX; ++i) for (int i = 0; i < ARMS_MAX; ++i)
if (gArmsData[i].code == a) if (gArmsData[i].code == a)
return TRUE; // Found return TRUE; // Found
return FALSE; // Not found return FALSE; // Not found
} }
BOOL UseArmsEnergy(long num) BOOL UseArmsEnergy(long num)
{ {
if (gArmsData[gSelectedArms].max_num == 0) if (gArmsData[gSelectedArms].max_num == 0)
return TRUE; // No ammo needed return TRUE; // No ammo needed
if (gArmsData[gSelectedArms].num == 0) if (gArmsData[gSelectedArms].num == 0)
return FALSE; // No ammo left return FALSE; // No ammo left
gArmsData[gSelectedArms].num -= num; gArmsData[gSelectedArms].num -= num;
if (gArmsData[gSelectedArms].num < 0) if (gArmsData[gSelectedArms].num < 0)
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) BOOL ChargeArmsEnergy(long num)
@ -539,7 +539,7 @@ BOOL ChargeArmsEnergy(long num)
if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num) if (gArmsData[gSelectedArms].num > gArmsData[gSelectedArms].max_num)
gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num; gArmsData[gSelectedArms].num = gArmsData[gSelectedArms].max_num;
return TRUE; // Always successfull return TRUE; // Always successfull
} }
void FullArmsEnergy() void FullArmsEnergy()
@ -547,7 +547,7 @@ void FullArmsEnergy()
for (int a = 0; a < ARMS_MAX; a++) for (int a = 0; a < ARMS_MAX; a++)
{ {
if (gArmsData[a].code == 0) if (gArmsData[a].code == 0)
continue; // Don't change empty weapons continue; // Don't change empty weapons
gArmsData[a].num = gArmsData[a].max_num; gArmsData[a].num = gArmsData[a].max_num;
} }