Ignore:
Timestamp:
Mar 18, 2008, 9:36:56 PM (12 years ago)
Author:
Sam Hocevar
Message:
  • Get rid of ugly tabs and trailing spaces everywhere.
File:
1 edited

Legend:

Unmodified
Added
Removed
  • abuse/trunk/src/objects.hpp

    r120 r124  
    5353
    5454class game_object : public simple_object
    55 { 
     55{
    5656  sequence *current_sequence() { return figures[otype]->get_sequence(state); }
    5757public :
     
    7777  void draw_double_tint(int tint_id1, int tint_id2);
    7878  void draw_predator();
    79  
     79
    8080
    8181  void drawer();
     
    9393  void load(int type, bFILE *fp, unsigned char *state_remap);
    9494  int tick();  // should be called from decide, does the physics on the people, returns blocked status
    95   void *float_tick();  // returns T or blocked structure = 
    96                        // (block_flags 'tile tilex tiley) 
     95  void *float_tick();  // returns T or blocked structure =
     96                       // (block_flags 'tile tilex tiley)
    9797                       // (block_flags 'object obj)
    9898
     
    104104
    105105  game_object *try_move(int32_t x, int32_t y, int32_t &xv, int32_t &yv, int checks);  // 1=down,2=up,3=both
    106   game_object *bmove(int &whit, game_object *exclude);  // ballestic move, return hit object, 
     106  game_object *bmove(int &whit, game_object *exclude);  // ballestic move, return hit object,
    107107                                                        // or NULL (whit is 1 if hit wall)
    108108  trans_image *picture() { return current_sequence()->get_frame(current_frame,direction); }
    109                                                                                                    
     109                                               
    110110  int next_picture();
    111   int32_t x_center(); 
     111  int32_t x_center();
    112112  int32_t height();
    113113
     
    132132  void add_power(int amount);
    133133  void add_hp(int amount);
    134   int can_morph_into(int type); 
     134  int can_morph_into(int type);
    135135  void morph_into(int type, void (*stat_fun)(int), int anneal, int frames);
    136136  void do_flinch(game_object *from);
     
    156156  object_node *next;
    157157  object_node(game_object *Me, object_node *Next) { me=Me; next=Next; }
    158 } ; 
     158} ;
    159159
    160160extern game_object *current_object;
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