Mass reformatting (space after keywords)

This commit is contained in:
2014-12-15 10:09:23 -05:00
parent 140e0b58ef
commit d7d08cbaa3
60 changed files with 5821 additions and 5821 deletions

View File

@@ -34,8 +34,8 @@ void cTinyTown::append(legacy::tiny_tr_type& old, int town_num){
if(is_free) unused_special_slots.push_back(i);
}
}
for (i = 0; i < 32; i++)
for (j = 0; j < 32; j++) {
for(i = 0; i < 32; i++)
for(j = 0; j < 32; j++) {
_terrain[i][j] = old.terrain[i][j];
_lighting[i / 8][j] = old.lighting[i / 8][j];
if(scenario.ter_types[_terrain[i][j]].i == 3000) { // marker to indicate it used to be a special spot
@@ -71,13 +71,13 @@ void cTinyTown::append(legacy::tiny_tr_type& old, int town_num){
}
}
}
for (i = 0; i < 16; i++) {
for(i = 0; i < 16; i++) {
_room_rect[i].top = old.room_rect[i].top;
_room_rect[i].left = old.room_rect[i].left;
_room_rect[i].bottom = old.room_rect[i].bottom;
_room_rect[i].right = old.room_rect[i].right;
}
for (i = 0; i < 30; i++) {
for(i = 0; i < 30; i++) {
// _creatures[i].number = old.creatures[i].number;
// _creatures[i].start_attitude = old.creatures[i].start_attitude;
// _creatures[i].start_loc.x = old.creatures[i].start_loc.x;
@@ -114,8 +114,8 @@ void cMedTown::append(legacy::ave_tr_type& old, int town_num){
if(is_free) unused_special_slots.push_back(i);
}
}
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
for(i = 0; i < 48; i++)
for(j = 0; j < 48; j++) {
_terrain[i][j] = old.terrain[i][j];
_lighting[i / 8][j] = old.lighting[i / 8][j];
if(scenario.ter_types[_terrain[i][j]].i == 3000) { // marker to indicate it used to be a special spot
@@ -151,13 +151,13 @@ void cMedTown::append(legacy::ave_tr_type& old, int town_num){
}
}
}
for (i = 0; i < 16; i++) {
for(i = 0; i < 16; i++) {
_room_rect[i].top = old.room_rect[i].top;
_room_rect[i].left = old.room_rect[i].left;
_room_rect[i].bottom = old.room_rect[i].bottom;
_room_rect[i].right = old.room_rect[i].right;
}
for (i = 0; i < 40; i++) {
for(i = 0; i < 40; i++) {
// _creatures[i].number = old.creatures[i].number;
// _creatures[i].start_attitude = old.creatures[i].start_attitude;
// _creatures[i].start_loc.x = old.creatures[i].start_loc.x;
@@ -194,8 +194,8 @@ void cBigTown::append(legacy::big_tr_type& old, int town_num){
if(is_free) unused_special_slots.push_back(i);
}
}
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++) {
for(i = 0; i < 64; i++)
for(j = 0; j < 64; j++) {
_terrain[i][j] = old.terrain[i][j];
_lighting[i / 8][j] = old.lighting[i / 8][j];
if(scenario.ter_types[_terrain[i][j]].i == 3000) { // marker to indicate it used to be a special spot
@@ -231,13 +231,13 @@ void cBigTown::append(legacy::big_tr_type& old, int town_num){
}
}
}
for (i = 0; i < 16; i++) {
for(i = 0; i < 16; i++) {
_room_rect[i].top = old.room_rect[i].top;
_room_rect[i].left = old.room_rect[i].left;
_room_rect[i].bottom = old.room_rect[i].bottom;
_room_rect[i].right = old.room_rect[i].right;
}
for (i = 0; i < 60; i++) {
for(i = 0; i < 60; i++) {
// _creatures[i].number = old.creatures[i].number;
// _creatures[i].start_attitude = old.creatures[i].start_attitude;
// _creatures[i].start_loc.x = old.creatures[i].start_loc.x;
@@ -334,13 +334,13 @@ cBigTown::cBigTown(){
int i;
cCreature dummy_creature;// = {0,0,loc(),0,0,0,0,0,0,0};
RECT d_rect = {0,0,0,0};
for (i = 0; i < 16; i++) {
for(i = 0; i < 16; i++) {
_room_rect[i].top = d_rect.top;
_room_rect[i].left = d_rect.left;
_room_rect[i].bottom = d_rect.bottom;
_room_rect[i].right = d_rect.right;
}
for (i = 0; i < 60; i++) {
for(i = 0; i < 60; i++) {
_creatures[i] = dummy_creature;
}
}
@@ -349,13 +349,13 @@ cMedTown::cMedTown(){
int i;
cCreature dummy_creature;// = {0,0,loc(),0,0,0,0,0,0,0};
RECT d_rect = {0,0,0,0};
for (i = 0; i < 16; i++) {
for(i = 0; i < 16; i++) {
_room_rect[i].top = d_rect.top;
_room_rect[i].left = d_rect.left;
_room_rect[i].bottom = d_rect.bottom;
_room_rect[i].right = d_rect.right;
}
for (i = 0; i < 40; i++) {
for(i = 0; i < 40; i++) {
_creatures[i] = dummy_creature;
}
}
@@ -364,13 +364,13 @@ cTinyTown::cTinyTown(){
int i;
cCreature dummy_creature;// = {0,0,loc(),0,0,0,0,0,0,0};
RECT d_rect = {0,0,0,0};
for (i = 0; i < 16; i++) {
for(i = 0; i < 16; i++) {
_room_rect[i].top = d_rect.top;
_room_rect[i].left = d_rect.left;
_room_rect[i].bottom = d_rect.bottom;
_room_rect[i].right = d_rect.right;
}
for (i = 0; i < 30; i++) {
for(i = 0; i < 30; i++) {
_creatures[i] = dummy_creature;
}
}