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author | Eugene Sandulenko | 2005-07-30 21:11:48 +0000 |
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committer | Eugene Sandulenko | 2005-07-30 21:11:48 +0000 |
commit | 6b4484472b79dc7ea7d1ce545a28fba7d3b7696f (patch) | |
tree | c44c4e61f18ddd537f7082cb48869cf33d422fbd /sword2/sword2.cpp | |
parent | 86ab70b149e5cd00cf54f2e41896e2c4e16795e4 (diff) | |
download | scummvm-rg350-6b4484472b79dc7ea7d1ce545a28fba7d3b7696f.tar.gz scummvm-rg350-6b4484472b79dc7ea7d1ce545a28fba7d3b7696f.tar.bz2 scummvm-rg350-6b4484472b79dc7ea7d1ce545a28fba7d3b7696f.zip |
Remove trailing whitespaces.
svn-id: r18604
Diffstat (limited to 'sword2/sword2.cpp')
-rw-r--r-- | sword2/sword2.cpp | 12 |
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(); |