Removed indentation fixes.

This commit is contained in:
Lukas Joergensen 2013-05-15 21:24:57 +02:00
parent 9bdeabf22c
commit eacbb47681

View file

@ -95,14 +95,14 @@ ConsoleDocClass( ProjectileData,
"@endtsexample\n" "@endtsexample\n"
"@ingroup gameObjects\n" "@ingroup gameObjects\n"
); );
IMPLEMENT_CO_NETOBJECT_V1(Projectile); IMPLEMENT_CO_NETOBJECT_V1(Projectile);
ConsoleDocClass( Projectile, ConsoleDocClass( Projectile,
"@brief Base projectile class. Uses the ProjectileData class for properties of individual projectiles.\n" "@brief Base projectile class. Uses the ProjectileData class for properties of individual projectiles.\n"
"@ingroup gameObjects\n" "@ingroup gameObjects\n"
); );
IMPLEMENT_CALLBACK( ProjectileData, onExplode, void, ( Projectile* proj, Point3F pos, F32 fade ), IMPLEMENT_CALLBACK( ProjectileData, onExplode, void, ( Projectile* proj, Point3F pos, F32 fade ),
( proj, pos, fade ), ( proj, pos, fade ),
@ -396,9 +396,9 @@ void ProjectileData::packData(BitStream* stream)
stream->write(impactForce); stream->write(impactForce);
// stream->writeRangedU32(lifetime, 0, Projectile::MaxLivingTicks); // stream->writeRangedU32(lifetime, 0, Projectile::MaxLivingTicks);
// stream->writeRangedU32(armingDelay, 0, Projectile::MaxLivingTicks); // stream->writeRangedU32(armingDelay, 0, Projectile::MaxLivingTicks);
// stream->writeRangedU32(fadeDelay, 0, Projectile::MaxLivingTicks); // stream->writeRangedU32(fadeDelay, 0, Projectile::MaxLivingTicks);
// [tom, 3/21/2007] Changing these to write all 32 bits as the previous // [tom, 3/21/2007] Changing these to write all 32 bits as the previous
// code limited these to a max value of 4095. // code limited these to a max value of 4095.
@ -455,9 +455,9 @@ void ProjectileData::unpackData(BitStream* stream)
lightDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); lightDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
// [tom, 3/21/2007] See comment in packData() // [tom, 3/21/2007] See comment in packData()
// lifetime = stream->readRangedU32(0, Projectile::MaxLivingTicks); // lifetime = stream->readRangedU32(0, Projectile::MaxLivingTicks);
// armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks); // armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
// fadeDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks); // fadeDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks);
stream->read(&impactForce); stream->read(&impactForce);