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git-svn-id: https://svn.eduke32.com/eduke32@6303 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
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bf76269906
commit
01b6047377
10 changed files with 31 additions and 31 deletions
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@ -106,7 +106,7 @@ CFLAGS= /MT /J /nologo $(flags_cl) \
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/I$(PLATFORM)\include /DRENDERTYPE$(RENDERTYPE)=1 /DMIXERTYPE$(MIXERTYPE)=1 /DSDL_USEFOLDER /DSDL_TARGET=2
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ENET_CFLAGS=/I$(ENET_INC) /I$(ENET_SRC)
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LIBXMPLITE_CFLAGS=/I$(LIBXMPLITE_INC) /I$(LIBXMPLITE_INC)/libxmp-lite /I$(LIBXMPLITE_SRC) -DHAVE_ROUND -DLIBXMP_CORE_PLAYER -DBUILDING_STATIC
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LIBXMPLITE_CFLAGS=/I$(LIBXMPLITE_INC) /I$(LIBXMPLITE_INC)/libxmp-lite /I$(LIBXMPLITE_SRC) -DHAVE_ROUND -DLIBXMP_CORE_PLAYER -DBUILDING_STATIC
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AUDIOLIB_CFLAGS=/I$(AUDIOLIB_INC) /I$(AUDIOLIB_SRC)
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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-
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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='' )
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clean=veryclean
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# the following file paths are relative to $source
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# the following file paths are relative to $source
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targets=( eduke32$exe mapster32$exe )
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package=$top/package
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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.
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~' - This key (located just above the TAB key) allows you to center a
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sprite. Simply use the arrow keys to get to the desired position.
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N - Name a tile. Naming a tile simply changes the #define statement in
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NAMES.H. You should include NAMES.H when compiling so you can easily
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NAMES.H. You should include NAMES.H when compiling so you can easily
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refer to sprites by name rather than by number.
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O - Optimize the size of an individual piece of artwork. Use this for
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tiles with invisible pixels on the sides.
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@ -722,13 +722,13 @@ getangle(long xvect,long yvect); returns (short)angle;
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lastwall(short point);
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Use this function as a reverse function of wall[].point2. In order
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to save memory, my walls are only on a single linked list.
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rotatepoint(long xpivot, long ypivot, long x, long y,
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short daang, long *x2, long *y2);
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This function is a very convenient and fast math helper function.
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Rotate points easily with this function without having to juggle your
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cosines and sines. Simply pass it:
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cosines and sines. Simply pass it:
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Input: 1. Pivot point (xpivot,ypivot)
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2. Original point (x,y)
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3. Angle to rotate (0 = nothing, 512 = 90ø CW, etc.)
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@ -833,13 +833,13 @@ copytilepiece(long walnume1, long x1, long y1, long xsiz, long ysiz,
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loadtile(short tilenume);
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This function will load the tile, tilenum, into the artwork cache. A
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tile is not in the cache if (waloff[tilenum] == -1). If
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tile is not in the cache if (waloff[tilenum] == -1). If
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(waloff[tilenum] >= 0) then it is in the cache, and you don't need to call
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this function.
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precache();
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This function will go through the tilenums of all sectors, walls, and
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sprites and call loadtile() on them. This function will not cache in some
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sprites and call loadtile() on them. This function will not cache in some
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tiles of animations since their tilenums may not all be in the structures.
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hitscan(long xstart, long ystart, long zstart, short startsectnum,
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@ -3230,8 +3230,8 @@ spriteisdeletedskip:
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lossless to extract a tile from Editart!
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- ATTENTION PROGRAMMES! Added 2 new parameters to getzrange for
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returning the objects hit on top and bottom.
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(sectors / sprites) See my updated documentation at the top
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returning the objects hit on top and bottom.
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(sectors / sprites) See my updated documentation at the top
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of this file.
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- Fixed clipping bugs with sprites near sector lines. (I hope)
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@ -3602,7 +3602,7 @@ spriteisdeletedskip:
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- Optimized floor sprites in assembler. Transluscent floor sprites
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are a bit slower than normal floor sprites.
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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12/6/94 - Made a special 1-way mode for WALL and FLOOR sprites
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12/6/94 - Made a special 1-way mode for WALL and FLOOR sprites
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(not FACE sprites). In BUILD 3D mode, you can press '1' on
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a wall or floor sprite to make it only draw if you are on
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1 side of it. This method of back-face culling will not only
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@ -3664,15 +3664,15 @@ spriteisdeletedskip:
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ENJOY!!!
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* char sprite[].xoffset, sprite[].yoffset - NOT SURE YET
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Some have asked for monster animations using the same
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frame at 2 different times of an animation sequence having
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Some have asked for monster animations using the same
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frame at 2 different times of an animation sequence having
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different centers.
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These will be signed chars. I'm not sure whether to
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make these offsets as offsets to the centering information
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These will be signed chars. I'm not sure whether to
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make these offsets as offsets to the centering information
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from Editart or just make them the absolute offsets where
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Editart's data is the default offset. I wonder if there's
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a better way to do this without having to waste 8K.
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* Do I have your permission to remove nextsector2 and
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nextwall2? Anybody using them? If so, can you use the
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extra variable instead? This will save 16K since both
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@ -5306,7 +5306,7 @@ draw_as_face_sprite:
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//Get top-left corner
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i = ((tspr->ang+2048-globalang)&2047);
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int32_t cosang = sintable[(i+512)&2047];
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int32_t cosang = sintable[(i+512)&2047];
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int32_t sinang = sintable[i];
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dax = ((xspan>>1)+off.x)*tspr->xrepeat;
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day = ((yspan>>1)+off.y)*tspr->yrepeat;
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@ -7783,7 +7783,7 @@ void uninitengine(void)
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polymer_uninit();
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# endif
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#endif
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Buninitart();
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DO_FREE_AND_NULL(lookups);
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@ -12332,12 +12332,12 @@ void squarerotatetile(int16_t tilenume)
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ptr2 = ptr1 = (char *) (waloff[tilenume]+(i-2)*(siz+1));
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swapchar(--ptr1, (ptr2 -= siz));
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for (j=((i-2)>>1)-1; j>=0; --j)
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swapchar2((ptr1 -= 2), (ptr2 -= (siz<<1)), siz);
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ptr2 = ptr1 = (char *) (waloff[tilenume]+(i-3)*(siz+1));
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for (j=((i-3)>>1)-1; j>=0; --j)
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swapchar2((ptr1 -= 2), (ptr2 -= (siz<<1)), siz);
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}
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@ -1195,7 +1195,7 @@ int OSD_HandleScanCode(uint8_t scanCode, int keyDown)
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{
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if (keyDown)
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{
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draw.scrolling = (osdrowscur == -1) ? 1 :
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draw.scrolling = (osdrowscur == -1) ? 1 :
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(osdrowscur == draw.rows) ? -1 :
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-draw.scrolling;
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osdrowscur += draw.scrolling;
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@ -5467,8 +5467,8 @@ static void Keys3d(void)
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else if ((bstatus&(2|1))==2)
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Bsprintf(tempbuf, "Z%s", keystatus[KEYSC_HOME] && keystatus[KEYSC_END]
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? " 128"
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: keystatus[KEYSC_HOME]
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? " 256"
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: keystatus[KEYSC_HOME]
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? " 256"
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: keystatus[KEYSC_END]
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? " 512"
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: "");
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@ -841,7 +841,7 @@ nextdemo_nomenu:
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if (handleevents_peekkeys())
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Demo_StopProfiling();
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}
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else
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else
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{
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j = calc_smoothratio(totalclock, ototalclock);
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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
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0,
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&sprite[(unsigned)spriteNum],
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&actor[(unsigned)spriteNum].t_data[0],
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g_player[playerNum].ps,
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g_player[playerNum].ps,
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&actor[(unsigned) spriteNum] };
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// since we're targeting C99 and C++ now, we can interweave these to avoid
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// FROM vm anywhere until VM_Execute() is called
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if (EDUKE32_PREDICT_FALSE((unsigned) tempvm.spriteNum >= MAXSPRITES))
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VM_DummySprite();
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if ((unsigned)playerNum >= (unsigned)g_mostConcurrentPlayers)
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vm.pPlayer = g_player[0].ps;
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@ -3186,7 +3186,7 @@ nullquote:
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continue;
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}
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Gv_SetVarX(returnVar,
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Gv_SetVarX(returnVar,
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clipmovex(&vec3, §Num, vec2.x, vec2.y, dist.w, dist.f, dist.c, clipMask, (tw == CON_CLIPMOVENOSLIDE)));
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Gv_SetVarX(sectReturn, sectNum);
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Gv_SetVarX(xReturn, vec3.x);
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@ -747,7 +747,7 @@ badindex:
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return -1;
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}
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#undef CHECK_INDEX
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#undef CHECK_INDEX
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void __fastcall Gv_SetVar(int const gameVar, int const newValue, int const spriteNum, int const playerNum)
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{
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case STRUCT_INPUT:
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if (arrayIndexVar == g_thisActorVarID)
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arrayIndex = vm.playerNum;
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CHECK_INDEX(MAXPLAYERS, GVX_BADPLAYER);
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CHECK_INDEX(MAXPLAYERS, GVX_BADPLAYER);
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returnValue = VM_GetPlayerInput(arrayIndex, labelNum);
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break;
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@ -1577,7 +1577,7 @@ int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZv
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case RPG__STATIC:
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case MORTER__STATIC:
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{
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vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7),
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vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7),
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((sintable[(pSprite->ang) & 2047]) >> 7) };
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pSprite->x += v.x;
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weaponX -= 58 + pPlayer->weapon_ang;
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weaponYOffset -= (pPlayer->hard_landing << 3);
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currentWeapon = PWEAPON(screenpeek, (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon
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currentWeapon = PWEAPON(screenpeek, (pPlayer->last_weapon >= 0) ? pPlayer->last_weapon
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: pPlayer->curr_weapon, WorksLike);
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hudweap.gunposy = weaponYOffset;
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hudweap.lookhoriz = weaponY;
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