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authorEugene Sandulenko2005-07-30 21:11:48 +0000
committerEugene Sandulenko2005-07-30 21:11:48 +0000
commit6b4484472b79dc7ea7d1ce545a28fba7d3b7696f (patch)
treec44c4e61f18ddd537f7082cb48869cf33d422fbd /sword2/sword2.cpp
parent86ab70b149e5cd00cf54f2e41896e2c4e16795e4 (diff)
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Remove trailing whitespaces.
svn-id: r18604
Diffstat (limited to 'sword2/sword2.cpp')
-rw-r--r--sword2/sword2.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index a0d8d27d22..1d7927936c 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -77,7 +77,7 @@ GameList Engine_SWORD2_gameList() {
DetectedGameList Engine_SWORD2_detectGames(const FSList &fslist) {
DetectedGameList detectedGames;
const Sword2GameSettings *g;
-
+
// TODO: It would be nice if we had code here which distinguishes
// between the 'sword2' and 'sword2demo' targets. The current code
// can't do that since they use the same detectname.
@@ -225,7 +225,7 @@ void Sword2Engine::setupPersistentResources() {
Logic::_scriptVars = (uint32 *)(_resman->openResource(1) + sizeof(StandardHeader));
_resman->openResource(CUR_PLAYER_ID);
}
-
+
int Sword2Engine::init(GameDetector &detector) {
// Get some falling RAM and put it in your pocket, never let it slip
// away
@@ -302,7 +302,7 @@ int Sword2Engine::init(GameDetector &detector) {
startGame();
_screen->initialiseRenderCycle();
-
+
return 0;
}
@@ -378,7 +378,7 @@ int Sword2Engine::go() {
_screen->buildDisplay();
#endif
}
-
+
return 0;
}
@@ -489,7 +489,7 @@ void Sword2Engine::parseInputEvents() {
OSystem::Event event;
uint32 now = _system->getMillis();
-
+
while (_system->pollEvent(event)) {
switch (event.type) {
case OSystem::EVENT_KEYDOWN:
@@ -641,7 +641,7 @@ void Sword2Engine::pauseGame() {
// Don't allow Pause while screen fading or while black
if (_screen->getFadeStatus() != RDFADE_NONE)
return;
-
+
_sound->pauseAllSound();
_mouse->pauseGame();