diff --git a/Win32/Unuk/Unuk/Unuk.vcproj b/Win32/Unuk/Unuk/Unuk.vcproj
index cf97b6a..bfb4a35 100644
--- a/Win32/Unuk/Unuk/Unuk.vcproj
+++ b/Win32/Unuk/Unuk/Unuk.vcproj
@@ -1,213 +1,213 @@
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diff --git a/src/libUnuk/MapTile.h b/src/libUnuk/MapTile.h
index 957f977..31ced05 100644
--- a/src/libUnuk/MapTile.h
+++ b/src/libUnuk/MapTile.h
@@ -1,69 +1,69 @@
-#ifndef _MAPTILE_H_
-#define _MAPTILE_H_
-#include
-#include
-#include
-
-#include "../Unuk/Constants.h"
-#include "ApplySurface.h"
-#include "MapElement.h"
-#include "MapEntities.h"
-using namespace std;
-
-class MapTile {
-public:
- MapTile(void) { }
- ~MapTile(void) { }
-
- void Render(void) { _tile.Render(), _entity.Render(); }
-
- // Tile Mutators.
- void SetTileTexture(SDL_Surface* arg) { _tile.SetTexture(arg); }
- void SetTileSolidity(bool arg) { _tile.SetSolidity(arg); }
- bool GetTileSolidity(void) { return _tile.GetSolidity(); }
- // Well, it kinda helps if I lay the
- // tiles rather than just get the
- // return value right??
- void SetTileXY(int xArg, int yArg) { _tile.SetXY(xArg, yArg); }
- int GetTileX(void) { return _tile.GetX(); }
- int GetTileY(void) { return _tile.GetY(); }
-
- // Entity Mutators.
- void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); }
- void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); }
- void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); }
- bool GetEntitySolitity(void) { return _entity.GetSolidity(); }
-
- // Entity Mutators.
- int GetEntityX(void) { return _entity.GetX(); }
- int GetEntityY(void) { return _entity.GetY(); }
- int GetEntityWidth(void) { return _entity.GetWidth(); }
- int GetEntityHeight(void) { return _entity.GetHeight(); }
-
- // ZLevel Mutators.
- void SetZLevel(int arg) { _zLevel = arg; }
- int GetZLevel(void) { return _zLevel; }
-
- // Map Transition Mutators.
- void SetMapTransitionName(string arg) { _mapTransitionName = arg; }
- string GetMapTransitionName(void) { return _mapTransitionName; }
-
- void SetMapTransitionXY(int xArg, int yArg) { _mapTransitionX = xArg, _mapTransitionY = yArg; }
- int GetMapTransitionX(void) { return _mapTransitionX; }
- int GetMapTransitionY(void) { return _mapTransitionY; }
-
-private:
- MapElement _tile;
- MapEntityGeneric _entity;
-
- // -1 is a 'special' tile, the next tile that the player walks
- // on is the players new zlevel.
- int _zLevel;
-
- // If not 'null', switch map when the player walks on this tile.
- string _mapTransitionName;
- int _mapTransitionX;
- int _mapTransitionY;
-};
-
-#endif
+#ifndef _MAPTILE_H_
+#define _MAPTILE_H_
+#include
+#include
+#include
+
+#include "../Unuk/Constants.h"
+#include "ApplySurface.h"
+#include "MapElement.h"
+#include "MapEntities.h"
+using namespace std;
+
+class MapTile {
+public:
+ MapTile(void) { }
+ ~MapTile(void) { }
+
+ void Render(void) { _tile.Render(), _entity.Render(); }
+
+ // Tile Mutators.
+ SDL_Surface* SetTileTexture(SDL_Surface* arg) { _tile.SetTexture(arg); return NULL; }
+ void SetTileSolidity(bool arg) { _tile.SetSolidity(arg); }
+ bool GetTileSolidity(void) { return _tile.GetSolidity(); }
+ // Well, it kinda helps if I lay the
+ // tiles rather than just get the
+ // return value right??
+ void SetTileXY(int xArg, int yArg) { _tile.SetXY(xArg, yArg); }
+ int GetTileX(void) { return _tile.GetX(); }
+ int GetTileY(void) { return _tile.GetY(); }
+
+ // Entity Mutators.
+ void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); }
+ void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); }
+ void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); }
+ bool GetEntitySolitity(void) { return _entity.GetSolidity(); }
+
+ // Entity Mutators.
+ int GetEntityX(void) { return _entity.GetX(); }
+ int GetEntityY(void) { return _entity.GetY(); }
+ int GetEntityWidth(void) { return _entity.GetWidth(); }
+ int GetEntityHeight(void) { return _entity.GetHeight(); }
+
+ // ZLevel Mutators.
+ void SetZLevel(int arg) { _zLevel = arg; }
+ int GetZLevel(void) { return _zLevel; }
+
+ // Map Transition Mutators.
+ void SetMapTransitionName(string arg) { _mapTransitionName = arg; }
+ string GetMapTransitionName(void) { return _mapTransitionName; }
+
+ void SetMapTransitionXY(int xArg, int yArg) { _mapTransitionX = xArg, _mapTransitionY = yArg; }
+ int GetMapTransitionX(void) { return _mapTransitionX; }
+ int GetMapTransitionY(void) { return _mapTransitionY; }
+
+private:
+ MapElement _tile;
+ MapEntityGeneric _entity;
+
+ // -1 is a 'special' tile, the next tile that the player walks
+ // on is the players new zlevel.
+ int _zLevel;
+
+ // If not 'null', switch map when the player walks on this tile.
+ string _mapTransitionName;
+ int _mapTransitionX;
+ int _mapTransitionY;
+};
+
+#endif