[Fix] Moving from tab to space messed all the indents up. I thing that got them all now.
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parent
0f6ff44a93
commit
6a7c051851
22
src/conf.c
22
src/conf.c
@ -15,33 +15,33 @@
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#include "conf.h"
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#include "conf.h"
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#define conf_loadInt(n,i) \
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#define conf_loadInt(n,i) \
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lua_getglobal(L,n); \
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lua_getglobal(L,n); \
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if(lua_isnumber(L, -1)) { \
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if(lua_isnumber(L, -1)) { \
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i = (int)lua_tonumber(L, -1); \
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i = (int)lua_tonumber(L, -1); \
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lua_remove(L, -1); \
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lua_remove(L, -1); \
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}
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}
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#define conf_loadFloat(n,f) \
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#define conf_loadFloat(n,f) \
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lua_getglobal(L,n); \
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lua_getglobal(L,n); \
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if(lua_isnumber(L, -1)) { \
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if(lua_isnumber(L, -1)) { \
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f = (double)lua_tonumber(L, -1); \
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f = (double)lua_tonumber(L, -1); \
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lua_remove(L,-1);\
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lua_remove(L,-1);\
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}
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}
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#define conf_loadBool(n,b) \
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#define conf_loadBool(n,b) \
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lua_getglobal(L,n); \
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lua_getglobal(L,n); \
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if(lua_isnumber(L, -1)) \
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if(lua_isnumber(L, -1)) \
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if((int)lua_tonumber(L, -1) == 1) { \
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if((int)lua_tonumber(L, -1) == 1) { \
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b = 1; \
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b = 1; \
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lua_remove(L, -1); \
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lua_remove(L, -1); \
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} \
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} \
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#define conf_loadString(n,s) \
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#define conf_loadString(n,s) \
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lua_getglobal(L,n); \
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lua_getglobal(L,n); \
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if(lua_isstring(L, -1)) { \
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if(lua_isstring(L, -1)) { \
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s = strdup((char*)lua_tostring(L, -1)); \
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s = strdup((char*)lua_tostring(L, -1)); \
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lua_remove(L, -1); \
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lua_remove(L, -1); \
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}
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}
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// Some crap from main.
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// Some crap from main.
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extern int nosound;
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extern int nosound;
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@ -27,7 +27,8 @@ glFont gl_defFont;
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glFont gl_smallFont;
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glFont gl_smallFont;
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static void glFontMakeDList(FT_Face face, char ch,
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static void glFontMakeDList(FT_Face face, char ch,
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GLuint list_base, GLuint* tex_base, int* width_base);
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GLuint list_base, GLuint* tex_base,
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int* width_base);
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static int pot(int n);
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static int pot(int n);
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@ -471,7 +471,7 @@ void gl_drawCircle(const double cx, const double cy, const double r) {
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// Draw a cirlce in a rect.
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// Draw a cirlce in a rect.
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#define PIXEL(x,y) \
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#define PIXEL(x,y) \
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if((x>rx) && (y>ry) && (x<rxw) && (y<ryh)) \
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if((x>rx) && (y>ry) && (x<rxw) && (y<ryh)) \
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glVertex2d(x,y)
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glVertex2d(x,y)
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void gl_drawCircleInRect(const double cx, const double cy, const double r,
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void gl_drawCircleInRect(const double cx, const double cy, const double r,
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@ -883,7 +883,7 @@ static Fleet* fleet_parse(const xmlNodePtr parent) {
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MELEMENT(tmp->ai==NULL, "ai");
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MELEMENT(tmp->ai==NULL, "ai");
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MELEMENT(tmp->faction==NULL, "faction");
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MELEMENT(tmp->faction==NULL, "faction");
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MELEMENT(tmp->pilots==NULL, "pilots");
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MELEMENT(tmp->pilots==NULL, "pilots");
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#undef MELEMENT
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#undef MELEMENT
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return tmp;
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return tmp;
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}
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}
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@ -779,7 +779,7 @@ static void rect_parse(const xmlNodePtr parent, double* x, double* y,
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// Parse a gui node.
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// Parse a gui node.
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#define RELATIVIZE(a) \
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#define RELATIVIZE(a) \
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{ (a).x += VX(gui.frame); (a).y = VY(gui.frame) + gui.gfx_frame->h-(a).y; }
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{ (a).x += VX(gui.frame); (a).y = VY(gui.frame) + gui.gfx_frame->h-(a).y; }
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static int gui_parse(const xmlNodePtr parent, const char* name) {
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static int gui_parse(const xmlNodePtr parent, const char* name) {
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xmlNodePtr cur, node;
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xmlNodePtr cur, node;
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char* tmp, *tmp2;
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char* tmp, *tmp2;
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@ -50,7 +50,8 @@ static int nwfrontLayer = 0; // Number of elements.
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static int mwfrontLayer = 0; // Allocated memory size.
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static int mwfrontLayer = 0; // Allocated memory size.
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static Weapon* weapon_create(const Outfit* outfit, const double dir,
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static Weapon* weapon_create(const Outfit* outfit, const double dir,
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const Vec2* pos, const Vec2* vel, const unsigned int parent,
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const Vec2* pos, const Vec2* vel,
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const unsigned int parent,
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const unsigned int target);
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const unsigned int target);
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static void weapon_render(const Weapon* w);
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static void weapon_render(const Weapon* w);
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@ -5,7 +5,8 @@
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typedef enum { WEAPON_LAYER_BG, WEAPON_LAYER_FG } WeaponLayer;
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typedef enum { WEAPON_LAYER_BG, WEAPON_LAYER_FG } WeaponLayer;
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void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
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const Vec2* vel, unsigned int parent, const unsigned int target);
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const Vec2* vel, unsigned int parent,
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const unsigned int target);
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// Pausing.
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// Pausing.
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void weapons_pause(void);
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void weapons_pause(void);
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