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.
@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Orders
Producer = producer;
Building = name;
BuildingInfo = Rules.Info[Building].Traits.Get<BuildingInfo>();
Preview = Rules.Info[Building].Traits.Get<RenderBuildingInfo>()
.RenderPreview(Rules.Info[Building], producer.Owner);
@@ -62,13 +62,13 @@ namespace OpenRA.Mods.RA.Orders
Sound.Play(eva.BuildingCannotPlaceAudio);
yield break;
}
var isLineBuild = Rules.Info[ Building ].Traits.Contains<LineBuildInfo>();
yield return new Order(isLineBuild ? "LineBuild" : "PlaceBuilding",
Producer.Owner.PlayerActor, false) { TargetLocation = topLeft, TargetString = Building };
}
}
public void Tick( World world ) {}
public void RenderAfterWorld( WorldRenderer wr, World world ) {}
public void RenderBeforeWorld( WorldRenderer wr, World world )
@@ -79,7 +79,7 @@ namespace OpenRA.Mods.RA.Orders
var actorInfo = Rules.Info[Building];
foreach (var dec in actorInfo.Traits.WithInterface<IPlaceBuildingDecoration>())
dec.Render(wr, world, actorInfo, Traits.Util.CenterOfCell(position)); /* hack hack */
var cells = new Dictionary<int2, bool>();
// Linebuild for walls.
// Assumes a 1x1 footprint; weird things will happen for other footprints
@@ -94,7 +94,7 @@ namespace OpenRA.Mods.RA.Orders
r.Sprite.DrawAt(Game.CellSize*topLeft + r.Pos,
wr.GetPaletteIndex(r.Palette),
r.Scale*r.Sprite.size);
var res = world.WorldActor.Trait<ResourceLayer>();
var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
foreach (var t in FootprintUtils.Tiles(Building, BuildingInfo, topLeft))