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mirror of https://github.com/blupi-games/planetblupi synced 2024-12-30 10:15:36 +01:00

Cosmetic: fix indent with more recent clang-format

This commit is contained in:
Mathieu Schroeter 2017-08-04 23:34:10 +02:00
parent 4f856916a0
commit 1ee58d06c4
4 changed files with 36 additions and 31 deletions

View File

@ -1110,7 +1110,8 @@ void CDecor::Build (RECT clip, POINT posMouse)
// Dessine l'eau en mouvement. // Dessine l'eau en mouvement.
pos.x = cPos.x - DIMCELX / 2; pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y; pos.y = cPos.y;
n = table_eau[(m_timeConst / 2 + // lent ! n = table_eau
[(m_timeConst / 2 + // lent !
table_random_x[x % 10] + table_random_y[y % 10]) % table_random_x[x % 10] + table_random_y[y % 10]) %
6]; 6];
m_pPixmap->DrawIcon (CHGROUND, CHFLOOR, n, pos); // eau m_pPixmap->DrawIcon (CHGROUND, CHFLOOR, n, pos); // eau

View File

@ -316,7 +316,9 @@ void CMenu::Draw ()
{ {
// if ( bRight ) // if ( bRight )
// { // {
pos.x = m_pos.x + m_dim.x + 4; // texte à droite pos.x =
m_pos.x + m_dim.x +
4; // texte à droite
// } // }
// else // else
// { // {
@ -358,7 +360,9 @@ void CMenu::Draw ()
{ {
// if ( bRight ) // if ( bRight )
// { // {
pos.x = m_pos.x + m_dim.x + 4; // texte à droite pos.x =
m_pos.x + m_dim.x +
4; // texte à droite
// } // }
// else // else
// { // {

View File

@ -181,7 +181,7 @@ void CDecor::CheminFillTerrain (Sint32 rank)
m_cheminWork[last] = step + cout; m_cheminWork[last] = step + cout;
//? char buffer[50]; //? char buffer[50];
//? sprintf(buffer, "word = %d;%d %d\n", last%200, //? sprintf(buffer, "word = %d;%d %d\n", last%200,
//last/200, step+cout); ? OutputDebug(buffer); // last/200, step+cout); ? OutputDebug(buffer);
dx = m_blupi[rank].goalCel.x - last % MAXCELX; dx = m_blupi[rank].goalCel.x - last % MAXCELX;
dy = m_blupi[rank].goalCel.y - last / MAXCELX; dy = m_blupi[rank].goalCel.y - last / MAXCELX;
//? dist = dy*dy + dx*dx; //? dist = dy*dy + dx*dx;
@ -269,7 +269,7 @@ bool CDecor::CheminTestDirection (
{ {
// Si blupi immobile, comme si obstacle qq. // Si blupi immobile, comme si obstacle qq.
//? if ( m_blupi[m_blupiHere].goalCel.x == -1 ) return //? if ( m_blupi[m_blupiHere].goalCel.x == -1 ) return
//false; // false;
if (m_blupi[rankHere].goalCel.x == -1) if (m_blupi[rankHere].goalCel.x == -1)
return false; return false;