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author | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
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committer | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
commit | b4090ead4d4334e08725323ff72fd355c93b63d5 (patch) | |
tree | 4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/ad/ad_scene_node.h | |
parent | df80820184c90a87511f0cabdca4addb9fa13a66 (diff) | |
download | scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.gz scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.bz2 scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.zip |
WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/ad/ad_scene_node.h')
-rw-r--r-- | engines/wintermute/ad/ad_scene_node.h | 108 |
1 files changed, 54 insertions, 54 deletions
diff --git a/engines/wintermute/ad/ad_scene_node.h b/engines/wintermute/ad/ad_scene_node.h index 8cc50b86c4..5bb1606d0e 100644 --- a/engines/wintermute/ad/ad_scene_node.h +++ b/engines/wintermute/ad/ad_scene_node.h @@ -1,54 +1,54 @@ -/* 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_ADSCENENODE_H
-#define WINTERMUTE_ADSCENENODE_H
-
-
-#include "engines/wintermute/ad/ad_types.h" // Added by ClassView
-#include "engines/wintermute/ad/ad_region.h" // Added by ClassView
-#include "engines/wintermute/ad/ad_entity.h"
-
-namespace Wintermute {
-
-class AdSceneNode : public BaseObject {
-public:
- DECLARE_PERSISTENT(AdSceneNode, BaseObject)
- bool setRegion(AdRegion *region);
- bool setEntity(AdEntity *entity);
- AdEntity *_entity;
- AdRegion *_region;
- TObjectType _type;
- AdSceneNode(BaseGame *inGame);
- virtual ~AdSceneNode();
-
-};
-
-}
-
-#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_ADSCENENODE_H +#define WINTERMUTE_ADSCENENODE_H + + +#include "engines/wintermute/ad/ad_types.h" // Added by ClassView +#include "engines/wintermute/ad/ad_region.h" // Added by ClassView +#include "engines/wintermute/ad/ad_entity.h" + +namespace Wintermute { + +class AdSceneNode : public BaseObject { +public: + DECLARE_PERSISTENT(AdSceneNode, BaseObject) + bool setRegion(AdRegion *region); + bool setEntity(AdEntity *entity); + AdEntity *_entity; + AdRegion *_region; + TObjectType _type; + AdSceneNode(BaseGame *inGame); + virtual ~AdSceneNode(); + +}; + +} + +#endif |