fix trailing whitespace everywhere

This commit is contained in:
Chris Forbes
2011-09-25 14:37:12 +13:00
parent 0eb98ef3b5
commit 55036cd58c
596 changed files with 3194 additions and 3194 deletions

View File

@@ -1,7 +1,7 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
@@ -23,31 +23,31 @@ namespace OpenRA.Mods.Cnc
class Gdi01ScriptInfo : TraitInfo<Gdi01Script>, Requires<LoadWidgetAtGameStartInfo> { }
class Gdi01Script: IWorldLoaded, ITick
{
{
Dictionary<string, Actor> Actors;
Dictionary<string, Player> Players;
public void WorldLoaded(World w)
{
Players = w.Players.ToDictionary(p => p.InternalName);
Actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
Actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
var b = w.Map.Bounds;
Game.MoveViewport(new int2(b.Left + b.Width/2, b.Top + b.Height/2));
Scripting.Media.PlayFMVFullscreen(w, "gdi1.vqa",
Scripting.Media.PlayFMVFullscreen(w, "gdi1.vqa",
() => Scripting.Media.PlayFMVFullscreen(w, "landing.vqa", () =>
{
Sound.PlayMusic(Rules.Music["aoi"]);
started = true;
}));
}
public void OnVictory(World w)
{
started = false;
Sound.PlayToPlayer(Players["GoodGuy"], "accom1.aud");
Players["GoodGuy"].WinState = WinState.Won;
Action afterFMV = () =>
{
Sound.StopMusic();
@@ -57,13 +57,13 @@ namespace OpenRA.Mods.Cnc
};
Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
}
public void OnLose(World w)
{
started = false;
Sound.PlayToPlayer(Players["GoodGuy"], "fail1.aud");
Players["GoodGuy"].WinState = WinState.Lost;
Action afterFMV = () =>
{
Sound.StopMusic();
@@ -73,16 +73,16 @@ namespace OpenRA.Mods.Cnc
};
Game.RunAfterDelay(5000, () => Scripting.Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
}
int ticks = 0;
bool started = false;
int lastBadCount = -1;
public void Tick(Actor self)
{
if (!started)
return;
if (ticks == 0)
{
SetGunboatPath();
@@ -113,61 +113,61 @@ namespace OpenRA.Mods.Cnc
{
Game.Debug("{0} badguys remain".F(badcount));
lastBadCount = badcount;
if (badcount == 0)
OnVictory(self.World);
}
//GoodGuy lose conditions: MCV/cyard must survive
var hasAnything = self.World.ActorsWithTrait<MustBeDestroyed>()
.Any( a => a.Actor.Owner == Players["GoodGuy"] );
if (!hasAnything)
OnLose(self.World);
// GoodGuy reinforcements
if (ticks == 25*5)
{
ReinforceFromSea(self.World,
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
new int2(53,53),
new string[] {"e1","e1","e1"},
Players["GoodGuy"]);
}
if (ticks == 25*15)
{
ReinforceFromSea(self.World,
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
new int2(53,53),
new string[] {"e1","e1","e1"},
Players["GoodGuy"]);
}
if (ticks == 25*30)
{
ReinforceFromSea(self.World,
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
new int2(53,53),
new string[] {"jeep"},
Players["GoodGuy"]);
}
if (ticks == 25*60)
{
ReinforceFromSea(self.World,
ReinforceFromSea(self.World,
Actors["lstStart"].Location,
Actors["lstEnd"].Location,
new int2(53,53),
new string[] {"jeep"},
Players["GoodGuy"]);
}
ticks++;
}
void SetGunboatPath()
{
var self = Actors[ "Gunboat" ];
@@ -176,14 +176,14 @@ namespace OpenRA.Mods.Cnc
self.QueueActivity(mobile.ScriptedMove( Actors["gunboatRight"].Location ));
self.QueueActivity(new CallFunc(() => SetGunboatPath()));
}
void ReinforceFromSea(World world, int2 startPos, int2 endPos, int2 unload, string[] items, Player player)
{
world.AddFrameEndTask(w =>
{
Sound.PlayToPlayer(w.LocalPlayer,"reinfor1.aud");
Sound.PlayToPlayer(w.LocalPlayer,"reinfor1.aud");
var a = w.CreateActor("lst", new TypeDictionary
var a = w.CreateActor("lst", new TypeDictionary
{
new LocationInit( startPos ),
new OwnerInit( player ),
@@ -198,7 +198,7 @@ namespace OpenRA.Mods.Cnc
new OwnerInit( player ),
new FacingInit( 0 ),
}));
a.CancelActivity();
a.QueueActivity(mobile.ScriptedMove(endPos));
a.QueueActivity(new CallFunc(() =>