fix trailing whitespace everywhere
This commit is contained in:
@@ -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.
|
||||
@@ -27,19 +27,19 @@ namespace OpenRA.Mods.RA
|
||||
self.World.AddFrameEndTask(w =>
|
||||
{
|
||||
var prevItems = GetNumBuildables(self.Owner);
|
||||
|
||||
|
||||
// Find the queue with the target actor
|
||||
var queue = w.ActorsWithTrait<ProductionQueue>()
|
||||
.Where(p => p.Actor.Owner == self.Owner &&
|
||||
p.Trait.CurrentItem() != null &&
|
||||
p.Trait.CurrentItem().Item == order.TargetString &&
|
||||
p.Trait.CurrentItem() != null &&
|
||||
p.Trait.CurrentItem().Item == order.TargetString &&
|
||||
p.Trait.CurrentItem().RemainingTime == 0)
|
||||
.Select(p => p.Trait)
|
||||
.FirstOrDefault();
|
||||
|
||||
|
||||
if (queue == null)
|
||||
return;
|
||||
|
||||
|
||||
var unit = Rules.Info[order.TargetString];
|
||||
var buildingInfo = unit.Traits.Get<BuildingInfo>();
|
||||
|
||||
@@ -53,7 +53,7 @@ namespace OpenRA.Mods.RA
|
||||
new LocationInit( t ),
|
||||
new OwnerInit( order.Player ),
|
||||
});
|
||||
|
||||
|
||||
if (playSounds)
|
||||
foreach (var s in buildingInfo.BuildSounds)
|
||||
Sound.PlayToPlayer(order.Player, s, building.CenterLocation);
|
||||
@@ -94,7 +94,7 @@ namespace OpenRA.Mods.RA
|
||||
var bi = unit.Traits.GetOrDefault<BuildableInfo>();
|
||||
if (bi == null)
|
||||
return;
|
||||
|
||||
|
||||
var producers = self.World.ActorsWithTrait<Production>()
|
||||
.Where( x => x.Actor.Owner == self.Owner
|
||||
&& x.Actor.Info.Traits.Get<ProductionInfo>().Produces.Contains( bi.Queue ) )
|
||||
@@ -109,7 +109,7 @@ namespace OpenRA.Mods.RA
|
||||
static int GetNumBuildables(Player p)
|
||||
{
|
||||
if (p != p.World.LocalPlayer) return 0; // this only matters for local players.
|
||||
|
||||
|
||||
return p.World.ActorsWithTrait<ProductionQueue>()
|
||||
.Where(a => a.Actor.Owner == p)
|
||||
.SelectMany(a => a.Trait.BuildableItems()).Distinct().Count();
|
||||
|
||||
Reference in New Issue
Block a user