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.
@@ -20,17 +20,17 @@ namespace OpenRA.Mods.RA
class BridgeInfo : ITraitInfo, Requires<HealthInfo>
{
public readonly bool Long = false;
public readonly ushort Template = 0;
public readonly ushort DamagedTemplate = 0;
public readonly ushort DestroyedTemplate = 0;
// For long bridges
public readonly ushort DestroyedPlusNorthTemplate = 0;
public readonly ushort DestroyedPlusSouthTemplate = 0;
public readonly ushort DestroyedPlusBothTemplate = 0;
public readonly string[] ShorePieces = {"br1", "br2"};
public readonly int[] NorthOffset = null;
public readonly int[] SouthOffset = null;
@@ -70,13 +70,13 @@ namespace OpenRA.Mods.RA
Dictionary<ushort, Dictionary<int2, Sprite>> TileSprites = new Dictionary<ushort, Dictionary<int2, Sprite>>();
Dictionary<ushort, TileTemplate> Templates = new Dictionary<ushort, TileTemplate>();
ushort currentTemplate;
Actor self;
BridgeInfo Info;
public string Type;
Bridge northNeighbour, southNeighbour;
Health Health;
public Bridge(Actor self, BridgeInfo info)
{
this.self = self;
@@ -89,7 +89,7 @@ namespace OpenRA.Mods.RA
public void Create(ushort template, Dictionary<int2, byte> subtiles)
{
currentTemplate = template;
// Create a new cache to store the tile data
if (cachedTileset != self.World.Map.Tileset)
{
@@ -98,7 +98,7 @@ namespace OpenRA.Mods.RA
x => Game.modData.SheetBuilder.Add(self.World.TileSet.GetBytes(x),
new Size(Game.CellSize, Game.CellSize)));
}
// Cache templates and tiles for the different states
foreach (var t in Info.Templates)
{
@@ -112,14 +112,14 @@ namespace OpenRA.Mods.RA
foreach (var c in TileSprites[currentTemplate].Keys)
self.World.Map.CustomTerrain[c.X, c.Y] = GetTerrainType(c);
}
public string GetTerrainType(int2 cell)
{
var dx = cell - self.Location;
var index = dx.X + Templates[currentTemplate].Size.X*dx.Y;
return self.World.TileSet.GetTerrainType(new TileReference<ushort, byte>(currentTemplate,(byte)index));
}
public void LinkNeighbouringBridges(World world, BridgeLayer bridges)
{
// go looking for our neighbors if this is a long bridge.
@@ -128,7 +128,7 @@ namespace OpenRA.Mods.RA
if (Info.SouthOffset != null)
southNeighbour = GetNeighbor(Info.SouthOffset, bridges);
}
public Bridge GetNeighbor(int[] offset, BridgeLayer bridges)
{
if (offset == null) return null;
@@ -140,7 +140,7 @@ namespace OpenRA.Mods.RA
foreach (var t in TileSprites[currentTemplate])
yield return new Renderable(t.Value, Game.CellSize * t.Key, "terrain", Game.CellSize * t.Key.Y);
}
bool IsIntact(Bridge b)
{
return b != null && !b.self.IsDead();
@@ -153,10 +153,10 @@ namespace OpenRA.Mods.RA
if (a.HasTrait<IMove>() && !a.Trait<IMove>().CanEnterCell(c))
a.Kill(self);
}
bool dead = false;
void UpdateState()
{
{
// If this is a long bridge next to a destroyed shore piece, we need die to give clean edges to the break
if (Info.Long && Health.DamageState != DamageState.Dead &&
((southNeighbour != null && Info.ShorePieces.Contains(southNeighbour.Type) && !IsIntact(southNeighbour)) ||