Trailing whitespace.

git-svn-id: https://svn.eduke32.com/eduke32@6303 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2017-06-27 11:01:22 +00:00
parent bf76269906
commit 01b6047377
10 changed files with 31 additions and 31 deletions

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@ -106,7 +106,7 @@ CFLAGS= /MT /J /nologo $(flags_cl) \
/I$(PLATFORM)\include /DRENDERTYPE$(RENDERTYPE)=1 /DMIXERTYPE$(MIXERTYPE)=1 /DSDL_USEFOLDER /DSDL_TARGET=2
ENET_CFLAGS=/I$(ENET_INC) /I$(ENET_SRC)
LIBXMPLITE_CFLAGS=/I$(LIBXMPLITE_INC) /I$(LIBXMPLITE_INC)/libxmp-lite /I$(LIBXMPLITE_SRC) -DHAVE_ROUND -DLIBXMP_CORE_PLAYER -DBUILDING_STATIC
LIBXMPLITE_CFLAGS=/I$(LIBXMPLITE_INC) /I$(LIBXMPLITE_INC)/libxmp-lite /I$(LIBXMPLITE_SRC) -DHAVE_ROUND -DLIBXMP_CORE_PLAYER -DBUILDING_STATIC
AUDIOLIB_CFLAGS=/I$(AUDIOLIB_INC) /I$(AUDIOLIB_SRC)
LIBS=user32.lib gdi32.lib shell32.lib winmm.lib ws2_32.lib comctl32.lib shlwapi.lib oleaut32.lib ole32.lib imm32.lib version.lib \

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@ -12,7 +12,7 @@ make=( make SYNTHESIS=1 PLATFORM=WINDOWS CROSS='i686-w64-mingw32-' CC='i686-w64-
make64=( make SYNTHESIS=1 PLATFORM=WINDOWS CROSS='x86_64-w64-mingw32-' CC='x86_64-w64-mingw32-gcc' CXX='x86_64-w64-mingw32-g++' AS='nasm' PRETTY_OUTPUT=0 SDLCONFIG='' )
clean=veryclean
# the following file paths are relative to $source
# the following file paths are relative to $source
targets=( eduke32$exe mapster32$exe )
package=$top/package
not_src_packaged=( package/debug/win32/ebacktrace1.dll package/debug/win64/ebacktrace1-64.dll )

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@ -392,7 +392,7 @@ Right mouse button = Moves the player's positions to the mouse cursor.
~' - This key (located just above the TAB key) allows you to center a
sprite. Simply use the arrow keys to get to the desired position.
N - Name a tile. Naming a tile simply changes the #define statement in
NAMES.H. You should include NAMES.H when compiling so you can easily
NAMES.H. You should include NAMES.H when compiling so you can easily
refer to sprites by name rather than by number.
O - Optimize the size of an individual piece of artwork. Use this for
tiles with invisible pixels on the sides.
@ -722,13 +722,13 @@ getangle(long xvect,long yvect); returns (short)angle;
lastwall(short point);
Use this function as a reverse function of wall[].point2. In order
to save memory, my walls are only on a single linked list.
rotatepoint(long xpivot, long ypivot, long x, long y,
short daang, long *x2, long *y2);
This function is a very convenient and fast math helper function.
Rotate points easily with this function without having to juggle your
cosines and sines. Simply pass it:
cosines and sines. Simply pass it:
Input: 1. Pivot point (xpivot,ypivot)
2. Original point (x,y)
3. Angle to rotate (0 = nothing, 512 = 90ø CW, etc.)
@ -833,13 +833,13 @@ copytilepiece(long walnume1, long x1, long y1, long xsiz, long ysiz,
loadtile(short tilenume);
This function will load the tile, tilenum, into the artwork cache. A
tile is not in the cache if (waloff[tilenum] == -1). If
tile is not in the cache if (waloff[tilenum] == -1). If
(waloff[tilenum] >= 0) then it is in the cache, and you don't need to call
this function.
precache();
This function will go through the tilenums of all sectors, walls, and
sprites and call loadtile() on them. This function will not cache in some
sprites and call loadtile() on them. This function will not cache in some
tiles of animations since their tilenums may not all be in the structures.
hitscan(long xstart, long ystart, long zstart, short startsectnum,
@ -3230,8 +3230,8 @@ spriteisdeletedskip:
lossless to extract a tile from Editart!
- ATTENTION PROGRAMMES! Added 2 new parameters to getzrange for
returning the objects hit on top and bottom.
(sectors / sprites) See my updated documentation at the top
returning the objects hit on top and bottom.
(sectors / sprites) See my updated documentation at the top
of this file.
- Fixed clipping bugs with sprites near sector lines. (I hope)
@ -3602,7 +3602,7 @@ spriteisdeletedskip:
- Optimized floor sprites in assembler. Transluscent floor sprites
are a bit slower than normal floor sprites.
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
12/6/94 - Made a special 1-way mode for WALL and FLOOR sprites
12/6/94 - Made a special 1-way mode for WALL and FLOOR sprites
(not FACE sprites). In BUILD 3D mode, you can press '1' on
a wall or floor sprite to make it only draw if you are on
1 side of it. This method of back-face culling will not only
@ -3664,15 +3664,15 @@ spriteisdeletedskip:
ENJOY!!!
* char sprite[].xoffset, sprite[].yoffset - NOT SURE YET
Some have asked for monster animations using the same
frame at 2 different times of an animation sequence having
Some have asked for monster animations using the same
frame at 2 different times of an animation sequence having
different centers.
These will be signed chars. I'm not sure whether to
make these offsets as offsets to the centering information
These will be signed chars. I'm not sure whether to
make these offsets as offsets to the centering information
from Editart or just make them the absolute offsets where
Editart's data is the default offset. I wonder if there's
a better way to do this without having to waste 8K.
* Do I have your permission to remove nextsector2 and
nextwall2? Anybody using them? If so, can you use the
extra variable instead? This will save 16K since both

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@ -5306,7 +5306,7 @@ draw_as_face_sprite:
//Get top-left corner
i = ((tspr->ang+2048-globalang)&2047);
int32_t cosang = sintable[(i+512)&2047];
int32_t cosang = sintable[(i+512)&2047];
int32_t sinang = sintable[i];
dax = ((xspan>>1)+off.x)*tspr->xrepeat;
day = ((yspan>>1)+off.y)*tspr->yrepeat;
@ -7783,7 +7783,7 @@ void uninitengine(void)
polymer_uninit();
# endif
#endif
Buninitart();
DO_FREE_AND_NULL(lookups);
@ -12332,12 +12332,12 @@ void squarerotatetile(int16_t tilenume)
ptr2 = ptr1 = (char *) (waloff[tilenume]+(i-2)*(siz+1));
swapchar(--ptr1, (ptr2 -= siz));
for (j=((i-2)>>1)-1; j>=0; --j)
swapchar2((ptr1 -= 2), (ptr2 -= (siz<<1)), siz);
ptr2 = ptr1 = (char *) (waloff[tilenume]+(i-3)*(siz+1));
for (j=((i-3)>>1)-1; j>=0; --j)
swapchar2((ptr1 -= 2), (ptr2 -= (siz<<1)), siz);
}

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@ -1195,7 +1195,7 @@ int OSD_HandleScanCode(uint8_t scanCode, int keyDown)
{
if (keyDown)
{
draw.scrolling = (osdrowscur == -1) ? 1 :
draw.scrolling = (osdrowscur == -1) ? 1 :
(osdrowscur == draw.rows) ? -1 :
-draw.scrolling;
osdrowscur += draw.scrolling;

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@ -5467,8 +5467,8 @@ static void Keys3d(void)
else if ((bstatus&(2|1))==2)
Bsprintf(tempbuf, "Z%s", keystatus[KEYSC_HOME] && keystatus[KEYSC_END]
? " 128"
: keystatus[KEYSC_HOME]
? " 256"
: keystatus[KEYSC_HOME]
? " 256"
: keystatus[KEYSC_END]
? " 512"
: "");

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@ -841,7 +841,7 @@ nextdemo_nomenu:
if (handleevents_peekkeys())
Demo_StopProfiling();
}
else
else
{
j = calc_smoothratio(totalclock, ototalclock);
if (g_demo_paused && g_demo_rewind)

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@ -174,7 +174,7 @@ static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const sprite
0,
&sprite[(unsigned)spriteNum],
&actor[(unsigned)spriteNum].t_data[0],
g_player[playerNum].ps,
g_player[playerNum].ps,
&actor[(unsigned) spriteNum] };
// since we're targeting C99 and C++ now, we can interweave these to avoid
@ -198,7 +198,7 @@ static FORCE_INLINE int32_t VM_EventCommon_(int const eventNum, int const sprite
// FROM vm anywhere until VM_Execute() is called
if (EDUKE32_PREDICT_FALSE((unsigned) tempvm.spriteNum >= MAXSPRITES))
VM_DummySprite();
if ((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers)
vm.pPlayer = g_player[0].ps;
@ -3186,7 +3186,7 @@ nullquote:
continue;
}
Gv_SetVarX(returnVar,
Gv_SetVarX(returnVar,
clipmovex(&vec3, &sectNum, vec2.x, vec2.y, dist.w, dist.f, dist.c, clipMask, (tw == CON_CLIPMOVENOSLIDE)));
Gv_SetVarX(sectReturn, sectNum);
Gv_SetVarX(xReturn, vec3.x);

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@ -747,7 +747,7 @@ badindex:
return -1;
}
#undef CHECK_INDEX
#undef CHECK_INDEX
void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum)
{
@ -895,7 +895,7 @@ int __fastcall Gv_GetSpecialVarX(int gameVar)
case STRUCT_INPUT:
if (arrayIndexVar == g_thisActorVarID)
arrayIndex = vm.playerNum;
CHECK_INDEX(MAXPLAYERS, GVX_BADPLAYER);
CHECK_INDEX(MAXPLAYERS, GVX_BADPLAYER);
returnValue = VM_GetPlayerInput(arrayIndex, labelNum);
break;

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@ -1577,7 +1577,7 @@ int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZv
case RPG__STATIC:
case MORTER__STATIC:
{
vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7),
vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7),
((sintable[(pSprite->ang) & 2047]) >> 7) };
pSprite->x += v.x;
@ -2090,7 +2090,7 @@ void P_DisplayWeapon(void)
weaponX -= 58 + pPlayer->weapon_ang;
weaponYOffset -= (pPlayer->hard_landing << 3);
currentWeapon = PWEAPON(screenpeek, (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon
currentWeapon = PWEAPON(screenpeek, (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon
: pPlayer->curr_weapon, WorksLike);
hudweap.gunposy = weaponYOffset;
hudweap.lookhoriz = weaponY;