fixed lots of tabs and space

This commit is contained in:
Thomas "elfprince13" Dickerson 2017-01-06 18:04:28 -05:00
parent 60b3ce3d6e
commit 45ae5e71cb
53 changed files with 2695 additions and 2695 deletions

View file

@ -35,9 +35,9 @@ static U32 sAIPlayerLoSMask = TerrainObjectType | StaticShapeObjectType | Static
IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
ConsoleDocClass( AIPlayer,
"@brief A Player object not controlled by conventional input, but by an AI engine.\n\n"
"@brief A Player object not controlled by conventional input, but by an AI engine.\n\n"
"The AIPlayer provides a Player object that may be controlled from script. You control "
"The AIPlayer provides a Player object that may be controlled from script. You control "
"where the player moves and how fast. You may also set where the AIPlayer is aiming at "
"-- either a location or another game object.\n\n"
@ -70,19 +70,19 @@ ConsoleDocClass( AIPlayer,
"position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
"statis shapes, and terrain.\n\n"
"@tsexample\n"
"// Create the demo player object\n"
"%player = new AiPlayer()\n"
"{\n"
" dataBlock = DemoPlayer;\n"
" path = \"\";\n"
"};\n"
"@endtsexample\n\n"
"@tsexample\n"
"// Create the demo player object\n"
"%player = new AiPlayer()\n"
"{\n"
" dataBlock = DemoPlayer;\n"
" path = \"\";\n"
"};\n"
"@endtsexample\n\n"
"@see Player for a list of all inherited functions, variables, and base description\n"
"@see Player for a list of all inherited functions, variables, and base description\n"
"@ingroup AI\n"
"@ingroup gameObjects\n");
"@ingroup AI\n"
"@ingroup gameObjects\n");
/**
* Constructor
*/
@ -147,7 +147,7 @@ void AIPlayer::initPersistFields()
addField( "AttackRadius", TypeF32, Offset( mAttackRadius, AIPlayer ),
"@brief Distance considered in firing range for callback purposes.");
endGroup( "AI" );
#ifdef TORQUE_NAVIGATION_ENABLED
@ -399,11 +399,11 @@ bool AIPlayer::getAIMove(Move *movePtr)
{
clearPath();
mMoveState = ModeStop;
throwCallback("onTargetInRange");
throwCallback("onTargetInRange");
}
else if((getPosition() - mFollowData.object->getPosition()).len() < mAttackRadius)
{
throwCallback("onTargetInFiringRange");
throwCallback("onTargetInFiringRange");
}
}
}
@ -854,7 +854,7 @@ DefineEngineMethod(AIPlayer, getPathDestination, Point3F, (),,
"@see setPathDestination()\n")
{
return object->getPathDestination();
return object->getPathDestination();
}
void AIPlayer::followNavPath(NavPath *path)
@ -1148,7 +1148,7 @@ DefineEngineMethod( AIPlayer, setMoveSpeed, void, ( F32 speed ),,
"@see getMoveDestination()\n")
{
object->setMoveSpeed(speed);
object->setMoveSpeed(speed);
}
DefineEngineMethod( AIPlayer, getMoveSpeed, F32, ( ),,
@ -1186,7 +1186,7 @@ DefineEngineMethod( AIPlayer, getMoveDestination, Point3F, (),,
"@see setMoveDestination()\n")
{
return object->getMoveDestination();
return object->getMoveDestination();
}
DefineEngineMethod( AIPlayer, setAimLocation, void, ( Point3F target ),,
@ -1196,7 +1196,7 @@ DefineEngineMethod( AIPlayer, setAimLocation, void, ( Point3F target ),,
"@see getAimLocation()\n")
{
object->setAimLocation(target);
object->setAimLocation(target);
}
DefineEngineMethod( AIPlayer, getAimLocation, Point3F, (),,
@ -1212,7 +1212,7 @@ DefineEngineMethod( AIPlayer, getAimLocation, Point3F, (),,
"@see setAimLocation()\n"
"@see setAimObject()\n")
{
return object->getAimLocation();
return object->getAimLocation();
}
ConsoleDocFragment _setAimObject(
@ -1240,7 +1240,7 @@ ConsoleDocFragment _setAimObject(
DefineConsoleMethod( AIPlayer, setAimObject, void, ( const char * objName, Point3F offset ), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location."
"@hide")
"@hide")
{
// Find the target
@ -1262,7 +1262,7 @@ DefineEngineMethod( AIPlayer, getAimObject, S32, (),,
"@see setAimObject()\n")
{
GameBase* obj = object->getAimObject();
GameBase* obj = object->getAimObject();
return obj? obj->getId(): -1;
}