From c33caefae89cb9c168ca584eb8aa26ddcde7976b Mon Sep 17 00:00:00 2001 From: Misa Date: Thu, 2 Apr 2020 14:22:45 -0700 Subject: [PATCH] Fix mixed indentation in preloader.cpp Not that much, but only because it's not a big file to begin with. --- desktop_version/src/preloader.cpp | 110 +++++++++++++++--------------- 1 file changed, 55 insertions(+), 55 deletions(-) diff --git a/desktop_version/src/preloader.cpp b/desktop_version/src/preloader.cpp index 18c87295..af8ddd3c 100644 --- a/desktop_version/src/preloader.cpp +++ b/desktop_version/src/preloader.cpp @@ -11,10 +11,10 @@ int pre_temprectx=0, pre_temprecty=0, pre_temprectw=320, pre_temprecth=240; void preloaderrender() { - //TODO - //graphics.backbuffer.lock(); + //TODO + //graphics.backbuffer.lock(); - //Draw grid + //Draw grid //pre_transition = -10; pre_fakepercent = 100; @@ -33,44 +33,44 @@ void preloaderrender() pre_coltimer = 8; } switch(pre_curcol) { - case 0: - pre_lightcol = graphics.RGBflip(0xBF,0x59,0x6F); - pre_darkcol = graphics.RGBflip(0x88,0x3E,0x53); - break; - case 1: - pre_lightcol = graphics.RGBflip(0x6C,0xBC,0x5C); - pre_darkcol = graphics.RGBflip(0x50,0x86,0x40); - break; - case 2: - pre_lightcol = graphics.RGBflip(0x5D,0x57,0xAA); - pre_darkcol = graphics.RGBflip(0x2F,0x2F,0x6C); - break; - case 3: - pre_lightcol = graphics.RGBflip(0xB7,0xBA,0x5E); - pre_darkcol = graphics.RGBflip(0x84,0x83,0x42); - break; - case 4: - pre_lightcol = graphics.RGBflip(0x57,0x90,0xAA); - pre_darkcol = graphics.RGBflip(0x2F,0x5B,0x6C); - break; - case 5: - pre_lightcol = graphics.RGBflip(0x90,0x61,0xB1); - pre_darkcol = graphics.RGBflip(0x58,0x3D,0x71); - break; - default: - pre_lightcol = graphics.RGBflip(0x00,0x00,0x00); - pre_darkcol = graphics.RGBflip(0x08,0x00,0x00); - break; + case 0: + pre_lightcol = graphics.RGBflip(0xBF,0x59,0x6F); + pre_darkcol = graphics.RGBflip(0x88,0x3E,0x53); + break; + case 1: + pre_lightcol = graphics.RGBflip(0x6C,0xBC,0x5C); + pre_darkcol = graphics.RGBflip(0x50,0x86,0x40); + break; + case 2: + pre_lightcol = graphics.RGBflip(0x5D,0x57,0xAA); + pre_darkcol = graphics.RGBflip(0x2F,0x2F,0x6C); + break; + case 3: + pre_lightcol = graphics.RGBflip(0xB7,0xBA,0x5E); + pre_darkcol = graphics.RGBflip(0x84,0x83,0x42); + break; + case 4: + pre_lightcol = graphics.RGBflip(0x57,0x90,0xAA); + pre_darkcol = graphics.RGBflip(0x2F,0x5B,0x6C); + break; + case 5: + pre_lightcol = graphics.RGBflip(0x90,0x61,0xB1); + pre_darkcol = graphics.RGBflip(0x58,0x3D,0x71); + break; + default: + pre_lightcol = graphics.RGBflip(0x00,0x00,0x00); + pre_darkcol = graphics.RGBflip(0x08,0x00,0x00); + break; } for (int i = 0; i < 18; i++) { pre_temprecty = (i * 16)- pre_offset; if (i % 2 == 0) - { + { FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_lightcol); } - else - { + else + { FillRect(graphics.backBuffer, pre_temprectx, pre_temprecty, pre_temprectw,pre_temprecth, pre_darkcol); } } @@ -90,7 +90,7 @@ void preloaderrender() }else if (pre_transition <= -10) { game.gamestate=TITLEMODE; }else if (pre_transition < 5) { - FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getBGR(0,0,0)); + FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getBGR(0,0,0)); }else if (pre_transition < 20) { pre_temprecty = 0; pre_temprecth = 240; @@ -100,27 +100,27 @@ void preloaderrender() graphics.Print(282-(15*8), 204, "LOADING... 100%", 124, 112, 218, false); } - if (game.test) - { - graphics.Print(5, 5, game.teststring, 196, 196, 255 - help.glow, false); - } + if (game.test) + { + graphics.Print(5, 5, game.teststring, 196, 196, 255 - help.glow, false); + } - graphics.drawfade(); + graphics.drawfade(); - if (game.flashlight > 0 && !game.noflashingmode) - { - game.flashlight--; - graphics.flashlight(); - } + if (game.flashlight > 0 && !game.noflashingmode) + { + game.flashlight--; + graphics.flashlight(); + } - if (game.screenshake > 0 && !game.noflashingmode) - { - game.screenshake--; - graphics.screenshake(); - } - else - { - graphics.render(); - } - //graphics.backbuffer.unlock(); + if (game.screenshake > 0 && !game.noflashingmode) + { + game.screenshake--; + graphics.screenshake(); + } + else + { + graphics.render(); + } + //graphics.backbuffer.unlock(); }