fix trailing whitespace everywhere
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@@ -1,7 +1,7 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.RA.Render
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public readonly bool HasMakeAnimation = true;
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public readonly float2 Origin = float2.Zero;
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public override object Create(ActorInitializer init) { return new RenderBuilding(init, this);}
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public override IEnumerable<Renderable> RenderPreview(ActorInfo building, Player owner)
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{
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return base.RenderPreview(building, owner)
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@@ -35,10 +35,10 @@ namespace OpenRA.Mods.RA.Render
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public class RenderBuilding : RenderSimple, INotifyDamageStateChanged, IRenderModifier
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{
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readonly RenderBuildingInfo Info;
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public RenderBuilding( ActorInitializer init, RenderBuildingInfo info )
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: this(init, info, () => 0) { }
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public RenderBuilding( ActorInitializer init, RenderBuildingInfo info, Func<int> baseFacing )
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: base(init.self, baseFacing)
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{
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@@ -46,14 +46,14 @@ namespace OpenRA.Mods.RA.Render
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var self = init.self;
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// Work around a bogus crash
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anim.PlayRepeating( NormalizeSequence(self, "idle") );
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// Can't call Complete() directly from ctor because other traits haven't been inited yet
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if (self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation && !init.Contains<SkipMakeAnimsInit>())
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self.QueueActivity(new MakeAnimation(self, () => Complete(self)));
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else
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else
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self.QueueActivity(new CallFunc(() => Complete(self)));
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}
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public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
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{
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var disabled = self.TraitsImplementing<IDisable>().Any(d => d.Disabled);
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@@ -65,7 +65,7 @@ namespace OpenRA.Mods.RA.Render
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yield return ret.WithPalette("disabled").WithZOffset(1);
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}
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}
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void Complete( Actor self )
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{
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anim.PlayRepeating( NormalizeSequence(self, "idle") );
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.RA.Render
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anim.PlayThen(NormalizeSequence(self, name),
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() => { anim.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
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}
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public void PlayCustomAnimRepeating(Actor self, string name)
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{
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anim.PlayThen(NormalizeSequence(self, name),
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@@ -95,7 +95,7 @@ namespace OpenRA.Mods.RA.Render
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{
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anim.PlayRepeating( NormalizeSequence(self, "idle") );
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}
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public virtual void DamageStateChanged(Actor self, AttackInfo e)
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{
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if (e.DamageState >= DamageState.Heavy && e.PreviousDamageState < DamageState.Heavy)
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