Mass re-indentation

(Also removes some trailing whitespace)
This commit is contained in:
2014-12-15 08:43:14 -05:00
parent aaad894ccb
commit 140e0b58ef
25 changed files with 2723 additions and 2723 deletions

View File

@@ -72,7 +72,7 @@ cScenario scenario;
//piles_of_stuff_dumping_type *data_store;
RECT right_sbar_rect;
//
//
// Main body of program Exileedit
//
@@ -82,7 +82,7 @@ int main(int, char* argv[]) {
//outdoor_record_type dummy_outdoor, *store2;
//data_store = (piles_of_stuff_dumping_type *) NewPtr(sizeof(piles_of_stuff_dumping_type));
//data_store = (piles_of_stuff_dumping_type *) NewPtr(sizeof(piles_of_stuff_dumping_type));
init_current_terrain();
//create_file();
//ExitToShell();
@@ -118,9 +118,9 @@ int main(int, char* argv[]) {
//update_item_menu();
// to_create = get_town_to_edit();
// to_create = get_town_to_edit();
// load_terrain(to_create);
// load_terrain(to_create);
// modify_lists();
set_up_start_screen();
@@ -128,14 +128,14 @@ int main(int, char* argv[]) {
check_for_intel();
redraw_screen();
while (!All_Done)
while (!All_Done)
Handle_One_Event();
close_program();
return 0;
}
//
//
// Initialize everything for the program, make sure we can run
//
@@ -156,7 +156,7 @@ void Initialize(void) {
srand(time(NULL));
//
// Make a new window for drawing in, and it must be a color window.
// Make a new window for drawing in, and it must be a color window.
// The window is full screen size, made smaller to make it more visible.
//
sf::VideoMode mode = sf::VideoMode::getDesktopMode();
@@ -228,19 +228,19 @@ void handle_file_menu(int item_hit) {
fs::path file_to_load;
switch (item_hit) {
case 1: // open
file_to_load = nav_get_scenario();
if(!file_to_load.empty() && load_scenario(file_to_load)) {
if(load_town(scenario.last_town_edited,town))
cur_town = scenario.last_town_edited;
if(load_outdoors(scenario.last_out_edited,current_terrain)){
cur_out = scenario.last_out_edited;
augment_terrain(cur_out);
}
overall_mode = MODE_MAIN_SCREEN;
change_made = false;
update_item_menu();
set_up_main_screen();
file_to_load = nav_get_scenario();
if(!file_to_load.empty() && load_scenario(file_to_load)) {
if(load_town(scenario.last_town_edited,town))
cur_town = scenario.last_town_edited;
if(load_outdoors(scenario.last_out_edited,current_terrain)){
cur_out = scenario.last_out_edited;
augment_terrain(cur_out);
}
overall_mode = MODE_MAIN_SCREEN;
change_made = false;
update_item_menu();
set_up_main_screen();
}
break;
case 2: // save
town->set_up_lights();