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authorJohannes Schickel2010-01-25 01:39:44 +0000
committerJohannes Schickel2010-01-25 01:39:44 +0000
commitaed02365ec81e77b3c8aa4f4ecd9a9d3893326f2 (patch)
tree95f119e687a666f65aad5041910c43bdfd4f2929 /engines/tinsel/tinsel.cpp
parentec14cd6e6add76ce4f719edd7ce508d67ebd9f14 (diff)
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Strip trailing spaces/tabs.
svn-id: r47541
Diffstat (limited to 'engines/tinsel/tinsel.cpp')
-rw-r--r--engines/tinsel/tinsel.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/tinsel/tinsel.cpp b/engines/tinsel/tinsel.cpp
index e6167c225e..ba667cf224 100644
--- a/engines/tinsel/tinsel.cpp
+++ b/engines/tinsel/tinsel.cpp
@@ -507,14 +507,14 @@ void SetNewScene(SCNHANDLE scene, int entrance, int transition) {
}
// Workaround for "Missing Red Dragon in square" bug in Discworld 1 PSX, act IV.
- // This happens with the original interpreter on PSX too: the red dragon in Act IV
+ // This happens with the original interpreter on PSX too: the red dragon in Act IV
// doesn't show up inside the square at the right time. Original game required the
// player to go in and out the square until the dragon appears (wasting hours).
// I'm forcing the load of the right scene by checking that the player has (or has not) the
// right items: player must have Mambo the swamp dragon, and mustn't have fireworks (used on
// the swamp dragon previously to "load it up").
if (TinselV1PSX && NextScene.scene == 0x1800000 && NextScene.entry == 2) {
- if ((IsInInventory(261, INV_1) || IsInInventory(261, INV_2)) &&
+ if ((IsInInventory(261, INV_1) || IsInInventory(261, INV_2)) &&
(!IsInInventory(232, INV_1) && !IsInInventory(232, INV_2)))
NextScene.entry = 1;
}
@@ -669,7 +669,7 @@ bool ChangeScene(bool bReset) {
} else if (--CountOut == 0) {
if (!TinselV2)
ClearScreen();
-
+
StartNewScene(NextScene.scene, NextScene.entry);
NextScene.scene = 0;
@@ -835,7 +835,7 @@ TinselEngine::TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc)
// Add DW2 subfolder to search path in case user is running directly from the CDs
SearchMan.addSubDirectoryMatching(_gameDataDir, "dw2");
- // Add subfolders needed for psx versions of Discworld 1
+ // Add subfolders needed for psx versions of Discworld 1
if (TinselV1PSX)
SearchMan.addDirectory(_gameDataDir.getPath(), _gameDataDir, 0, 3, true);