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author | Max Horn | 2011-06-20 00:59:48 +0200 |
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committer | Max Horn | 2011-06-20 00:59:48 +0200 |
commit | 88913c0139ac6d1dfb356d3048702b7bc8ef4079 (patch) | |
tree | a7436d20333c28f87f2ed0bc15c743b5eb8144ee /engines/tsage/debugger.cpp | |
parent | 3853e76202b132e769ae149720eca931cd87104a (diff) | |
download | scummvm-rg350-88913c0139ac6d1dfb356d3048702b7bc8ef4079.tar.gz scummvm-rg350-88913c0139ac6d1dfb356d3048702b7bc8ef4079.tar.bz2 scummvm-rg350-88913c0139ac6d1dfb356d3048702b7bc8ef4079.zip |
ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
Diffstat (limited to 'engines/tsage/debugger.cpp')
-rw-r--r-- | engines/tsage/debugger.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/tsage/debugger.cpp b/engines/tsage/debugger.cpp index 5288c98b72..9277fd429a 100644 --- a/engines/tsage/debugger.cpp +++ b/engines/tsage/debugger.cpp @@ -63,7 +63,7 @@ bool Debugger::Cmd_Scene(int argc, const char **argv) { if (argc < 2) { DebugPrintf("Usage: %s <scene number> [prior scene #]\n", argv[0]); return true; - } + } if (argc == 3) _globals->_sceneManager._sceneNumber = strToInt(argv[2]); @@ -222,7 +222,7 @@ bool Debugger::Cmd_ListObjects(int argc, const char **argv) { DebugPrintf("Usage: %s\n", argv[0]); return true; } - + DebugPrintf("Available objects for this game are:\n"); DebugPrintf("0 - Stunner\n"); DebugPrintf("1 - Scanner\n"); @@ -393,7 +393,7 @@ bool Debugger::Cmd_Hotspots(int argc, const char **argv) { // Lock the background surface for access Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface(); - + // Iterate through the scene items SynchronizedList<SceneItem *>::iterator i; for (i = _globals->_sceneItems.reverse_begin(); i != _globals->_sceneItems.end(); --i, ++colIndex) { @@ -418,7 +418,7 @@ bool Debugger::Cmd_Hotspots(int argc, const char **argv) { LineSliceSet set = r.getLineSlices(y); for (uint p = 0; p < set.items.size(); ++p) - destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top, + destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top, set.items[p].xe - sceneBounds.left - 1, colIndex); } } |