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author | Max Horn | 2009-09-30 16:16:53 +0000 |
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committer | Max Horn | 2009-09-30 16:16:53 +0000 |
commit | 8ba75fc522f16844524dd4d6f88c3851e2402969 (patch) | |
tree | df25c20389e3e706d508f37914dedc73c6479f00 /engines/draci | |
parent | 25dde91c7c6c7da52636e3daa34bd9eee5d9dcb9 (diff) | |
download | scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.tar.gz scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.tar.bz2 scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.zip |
Fix code formatting (esp. 'if(' -> 'if (' etc., but also indention and other things)
svn-id: r44495
Diffstat (limited to 'engines/draci')
-rw-r--r-- | engines/draci/game.cpp | 6 | ||||
-rw-r--r-- | engines/draci/script.cpp | 4 |
2 files changed, 5 insertions, 5 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index b148852892..df723dbbba 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -299,7 +299,7 @@ void Game::loop() { } } - if(_vm->_mouse->isCursorOn()) { + if (_vm->_mouse->isCursorOn()) { // Fetch the dedicated objects' title animation / current frame Animation *titleAnim = _vm->_anims->getAnimation(kTitleText); Text *title = reinterpret_cast<Text *>(titleAnim->getFrame()); @@ -787,7 +787,7 @@ void Game::dialogueMenu(int dialogueID) { _dialogueBegin = false; oldLines = _dialogueLinesNum; - } while(!_dialogueExit); + } while (!_dialogueExit); dialogueDone(); _currentDialogue = kNoDialogue; @@ -1562,7 +1562,7 @@ Common::Point WalkingMap::findNearestWalkable(int startX, int startY, Common::Re // such resizing step, it checks some select points on the ellipse for walkability. // It also does the same check for the ellipse perpendicular to it (rotated by 90 degrees). - while(1) { + while (1) { // The default major radius radius += _deltaX; diff --git a/engines/draci/script.cpp b/engines/draci/script.cpp index 7cf5ef50a1..aec95241e0 100644 --- a/engines/draci/script.cpp +++ b/engines/draci/script.cpp @@ -369,7 +369,7 @@ void Script::load(Common::Queue<int> ¶ms) { GameObject *obj = _vm->_game->getObject(objID); // If the animation is already loaded, return - for(i = 0; i < obj->_anims.size(); ++i) { + for (i = 0; i < obj->_anims.size(); ++i) { if (obj->_anims[i] == animID) { return; } @@ -384,7 +384,7 @@ void Script::load(Common::Queue<int> ¶ms) { // Care must be taken to store them sorted (increasing order) as some things // depend on this. - for(i = 0; i < obj->_anims.size(); ++i) { + for (i = 0; i < obj->_anims.size(); ++i) { if (obj->_anims[i] > animID) { break; } |