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Fix mixed indentation in Enter-handling code when playtesting

It was indenting with 2 spaces instead of 4 spaces like the surrounding
code.
This commit is contained in:
Misa 2020-04-03 16:34:20 -07:00 committed by Ethan Lee
parent 2a80c80f6c
commit b027a3ddc6

View file

@ -1709,38 +1709,38 @@ void gameinput()
//Returning to editor mode must always be possible //Returning to editor mode must always be possible
#if !defined(NO_CUSTOM_LEVELS) #if !defined(NO_CUSTOM_LEVELS)
if(map.custommode && !map.custommodeforreal){ if(map.custommode && !map.custommodeforreal){
if ((game.press_map || key.isDown(27)) && !game.mapheld){ if ((game.press_map || key.isDown(27)) && !game.mapheld){
game.mapheld = true; game.mapheld = true;
//Return to level editor //Return to level editor
if (game.activeactivity > -1 && game.press_map){ if (game.activeactivity > -1 && game.press_map){
if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) ) if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) )
{ {
script.load(obj.blocks[game.activeactivity].script); script.load(obj.blocks[game.activeactivity].script);
obj.removeblock(game.activeactivity); obj.removeblock(game.activeactivity);
game.activeactivity = -1; game.activeactivity = -1;
} }
}else{ }else{
game.gamestate = EDITORMODE; game.gamestate = EDITORMODE;
graphics.textboxremove(); graphics.textboxremove();
game.hascontrol = true; game.hascontrol = true;
game.advancetext = false; game.advancetext = false;
game.completestop = false; game.completestop = false;
game.state = 0; game.state = 0;
graphics.showcutscenebars = false; graphics.showcutscenebars = false;
graphics.backgrounddrawn=false; graphics.backgrounddrawn=false;
music.fadeout(); music.fadeout();
//If warpdir() is used during playtesting, we need to set it back after! //If warpdir() is used during playtesting, we need to set it back after!
for (int j = 0; j < ed.maxheight; j++) for (int j = 0; j < ed.maxheight; j++)
{ {
for (int i = 0; i < ed.maxwidth; i++) for (int i = 0; i < ed.maxwidth; i++)
{ {
ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)]; ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)];
}
}
} }
}
} }
}
} }
#endif #endif