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authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/ad/ad_node_state.h
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
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WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/ad/ad_node_state.h')
-rw-r--r--engines/wintermute/ad/ad_node_state.h120
1 files changed, 60 insertions, 60 deletions
diff --git a/engines/wintermute/ad/ad_node_state.h b/engines/wintermute/ad/ad_node_state.h
index 0008d4b3ee..e2050815a7 100644
--- a/engines/wintermute/ad/ad_node_state.h
+++ b/engines/wintermute/ad/ad_node_state.h
@@ -1,60 +1,60 @@
-/* ScummVM - Graphic Adventure Engine
- *
- * ScummVM is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
-
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
-
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- */
-
-/*
- * This file is based on WME Lite.
- * http://dead-code.org/redir.php?target=wmelite
- * Copyright (c) 2011 Jan Nedoma
- */
-
-#ifndef WINTERMUTE_ADNODESTATE_H
-#define WINTERMUTE_ADNODESTATE_H
-
-namespace Wintermute {
-
-class AdEntity;
-
-class AdNodeState : public BaseClass {
-public:
- bool _active;
- bool transferEntity(AdEntity *entity, bool includingSprites, bool saving);
- void setName(const char *name);
- void setFilename(const char *filename);
- void setCursor(const char *filename);
- DECLARE_PERSISTENT(AdNodeState, BaseClass)
- AdNodeState(BaseGame *inGame);
- virtual ~AdNodeState();
- const char *getName() const { return _name; }
-private:
- char *_name;
- char *_caption[7];
- void setCaption(const char *caption, int caseVal);
- const char *getCaption(int caseVal);
- uint32 _alphaColor;
- char *_filename;
- char *_cursor;
-
-};
-
-} // end of namespace Wintermute
-
-#endif
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_ADNODESTATE_H
+#define WINTERMUTE_ADNODESTATE_H
+
+namespace Wintermute {
+
+class AdEntity;
+
+class AdNodeState : public BaseClass {
+public:
+ bool _active;
+ bool transferEntity(AdEntity *entity, bool includingSprites, bool saving);
+ void setName(const char *name);
+ void setFilename(const char *filename);
+ void setCursor(const char *filename);
+ DECLARE_PERSISTENT(AdNodeState, BaseClass)
+ AdNodeState(BaseGame *inGame);
+ virtual ~AdNodeState();
+ const char *getName() const { return _name; }
+private:
+ char *_name;
+ char *_caption[7];
+ void setCaption(const char *caption, int caseVal);
+ const char *getCaption(int caseVal);
+ uint32 _alphaColor;
+ char *_filename;
+ char *_cursor;
+
+};
+
+} // end of namespace Wintermute
+
+#endif