whitespace fixes (SEE, I AM USEFUL!)
authorsheepluva
Tue, 04 Apr 2017 23:43:19 +0200
changeset 12159 cb3e785534da
parent 12158 4d1250ca68ac
child 12160 1c3670021559
whitespace fixes (SEE, I AM USEFUL!)
hedgewars/uTypes.pas
hedgewars/uVisualGears.pas
--- a/hedgewars/uTypes.pas	Sun Oct 09 19:59:00 2016 +0200
+++ b/hedgewars/uTypes.pas	Tue Apr 04 23:43:19 2017 +0200
@@ -90,7 +90,7 @@
             sprSDFlake, sprSDWater, sprSDCloud, sprSDSplash, sprSDDroplet, sprTardis,
             sprSlider, sprBotlevels, sprHandKnife, sprKnife, sprStar, sprIceTexture, sprIceGun,
             sprFrozenHog, sprAmRubber, sprBoing, sprCustom1, sprCustom2, sprAirMine, sprHandAirMine,
-	    sprFlakeL, sprSDFlakeL, sprCloudL, sprSDCloudL
+            sprFlakeL, sprSDFlakeL, sprCloudL, sprSDCloudL
             );
 
     // Gears that interact with other Gears and/or Land
@@ -276,7 +276,7 @@
 // DirAngle is a 'real' - if you do not need it for rotation of sprite in uGearsRender, you can use it for any visual-only value
             DirAngle: real;
 // These are frequently overridden to serve some other purpose
-	    Boom: Longword;          // amount of damage caused by the gear
+            Boom: Longword;          // amount of damage caused by the gear
             Pos: Longword;           // Commonly overridden.  Example use is posCase values in uConsts.
             Angle, Power : Longword; // Used for hog aiming/firing.  Angle is rarely used as an Angle otherwise.
             Timer, WDTimer : LongWord;        // Typically used for some sort of gear timer. Time to explosion, remaining fuel...
--- a/hedgewars/uVisualGears.pas	Sun Oct 09 19:59:00 2016 +0200
+++ b/hedgewars/uVisualGears.pas	Tue Apr 04 23:43:19 2017 +0200
@@ -160,7 +160,7 @@
             if Gear^.Tint <> $FFFFFFFF then Tint(Gear^.Tint);
             case Gear^.Kind of
               vgtCloud: begin
-			spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
+                        spriteData:= GetSpriteData(GetSpriteByWind(sprCloud, sprCloudL), GetSpriteByWind(sprSDCloud, sprSDCloudL));
                         DrawTextureF(spriteData^.Texture, Gear^.Scale, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, spriteData^.Width, spriteData^.Height)
                         end;
                vgtFlake: begin
@@ -421,11 +421,11 @@
                 Tint(Gear^.Tint);
             case Gear^.Kind of
                 vgtCloud: begin
-			sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
+                        sprite:= GetSpriteByWind(GetSprite(sprCloud, sprSDCloud), GetSprite(sprCloudL, sprSDCloudL));
                           DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame);
                           end;
               vgtFlake: begin
-			sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
+                        sprite:= GetSpriteByWind(GetSprite(sprFlake, sprSDFlake), GetSprite(sprFlakeL, sprSDFlakeL));
                         if speedlessFlakes then
                             DrawSprite(sprite, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame)
                         else