From b027a3ddc6e22653b0693ceab942d4a2aee98a46 Mon Sep 17 00:00:00 2001 From: Misa Date: Fri, 3 Apr 2020 16:34:20 -0700 Subject: [PATCH] Fix mixed indentation in Enter-handling code when playtesting It was indenting with 2 spaces instead of 4 spaces like the surrounding code. --- desktop_version/src/Input.cpp | 56 +++++++++++++++++------------------ 1 file changed, 28 insertions(+), 28 deletions(-) diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index 2d30916e..6bf5a503 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -1709,38 +1709,38 @@ void gameinput() //Returning to editor mode must always be possible #if !defined(NO_CUSTOM_LEVELS) if(map.custommode && !map.custommodeforreal){ - if ((game.press_map || key.isDown(27)) && !game.mapheld){ - game.mapheld = true; - //Return to level editor - if (game.activeactivity > -1 && game.press_map){ - if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) ) - { - script.load(obj.blocks[game.activeactivity].script); - obj.removeblock(game.activeactivity); - game.activeactivity = -1; - } - }else{ - game.gamestate = EDITORMODE; + if ((game.press_map || key.isDown(27)) && !game.mapheld){ + game.mapheld = true; + //Return to level editor + if (game.activeactivity > -1 && game.press_map){ + if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) ) + { + script.load(obj.blocks[game.activeactivity].script); + obj.removeblock(game.activeactivity); + game.activeactivity = -1; + } + }else{ + game.gamestate = EDITORMODE; - graphics.textboxremove(); - game.hascontrol = true; - game.advancetext = false; - game.completestop = false; - game.state = 0; - graphics.showcutscenebars = false; + graphics.textboxremove(); + game.hascontrol = true; + game.advancetext = false; + game.completestop = false; + game.state = 0; + graphics.showcutscenebars = false; - graphics.backgrounddrawn=false; - music.fadeout(); - //If warpdir() is used during playtesting, we need to set it back after! - for (int j = 0; j < ed.maxheight; j++) - { - for (int i = 0; i < ed.maxwidth; i++) - { - ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)]; + graphics.backgrounddrawn=false; + music.fadeout(); + //If warpdir() is used during playtesting, we need to set it back after! + for (int j = 0; j < ed.maxheight; j++) + { + for (int i = 0; i < ed.maxwidth; i++) + { + ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)]; + } + } } - } } - } } #endif