]> git.jsancho.org Git - lugaru.git/commitdiff
CLEANED UP WHITESPACE
authorsf17k <sf171k@gmail.com>
Mon, 15 Apr 2013 02:28:24 +0000 (22:28 -0400)
committersf17k <sf171k@gmail.com>
Mon, 15 Apr 2013 02:28:24 +0000 (22:28 -0400)
and removed some useless comments

31 files changed:
Source/Animation.h
Source/Frustum.cpp
Source/GameDraw.cpp
Source/GameInitDispose.cpp
Source/GameTick.cpp
Source/Input.cpp
Source/Input.h
Source/Lights.cpp
Source/MacCompatibility.cpp
Source/MacCompatibility.h
Source/Menu.cpp
Source/Models.cpp
Source/Models.h
Source/Objects.cpp
Source/OpenGL_Windows.cpp
Source/Person.cpp
Source/PhysicsMath.h
Source/Quaternions.h
Source/Skeleton.cpp
Source/Skybox.cpp
Source/Sprite.cpp
Source/TGALoader.cpp
Source/TGALoader.h
Source/Terrain.cpp
Source/Terrain.h
Source/Text.cpp
Source/Weapons.cpp
Source/WinDefs.cpp
Source/WinDefs.h
Source/binio.h
Source/private.h

index 8c8d5e55c6f55b72dc49a6f25ff73159df27d00c..e982c9a82a1b37f3432d7defb76537e9857e4c96 100644 (file)
@@ -20,7 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 
 #ifndef ANIMATION_H
-#define        ANIMATION_H
+#define ANIMATION_H
 
 enum anim_attack_type {
     neutral, normalattack, reversed, reversal
index 84d4b8def826429125c09983ee0f14d49f6b3148..2ec54a8b217cc48faf0fc4410e70c322ba506c1d 100644 (file)
@@ -36,7 +36,7 @@ GetFrustum()
     glGetFloatv(GL_MODELVIEW_MATRIX, mvmatrix);
 
     // Combine the matrices
-    clip[0]    = mvmatrix[0] * projmatrix[0] + mvmatrix[1] * projmatrix[4] + mvmatrix[2] * projmatrix[8] + mvmatrix[3] * projmatrix[12];
+    clip[0] = mvmatrix[0] * projmatrix[0] + mvmatrix[1] * projmatrix[4] + mvmatrix[2] * projmatrix[8] + mvmatrix[3] * projmatrix[12];
     clip[1] = mvmatrix[0] * projmatrix[1] + mvmatrix[1] * projmatrix[5] + mvmatrix[2] * projmatrix[9] + mvmatrix[3] * projmatrix[13];
     clip[2] = mvmatrix[0] * projmatrix[2] + mvmatrix[1] * projmatrix[6] + mvmatrix[2] * projmatrix[10] + mvmatrix[3] * projmatrix[14];
     clip[3] = mvmatrix[0] * projmatrix[3] + mvmatrix[1] * projmatrix[7] + mvmatrix[2] * projmatrix[11] + mvmatrix[3] * projmatrix[15];
index ee33c5f83e664c1c1590c7b4c085ea2c6f57cd0d..83b7ca393c9021e3d749f067cd97fc61802bc369 100644 (file)
@@ -1022,18 +1022,18 @@ int Game::DrawGLScene(StereoSide side)
             }
 
             if (indialogue != -1 && !mainmenu) {
-                glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+                glDisable(GL_DEPTH_TEST);
                 glDisable(GL_CULL_FACE);
                 glDisable(GL_LIGHTING);
                 glDisable(GL_TEXTURE_2D);
                 glDepthMask(0);
-                glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-                glPushMatrix();                                                                                // Store The Projection Matrix
-                glLoadIdentity();                                                                      // Reset The Projection Matrix
-                glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-                glPushMatrix();                                                                                // Store The Modelview Matrix
-                glLoadIdentity();                                                              // Reset The Modelview Matrix
+                glMatrixMode(GL_PROJECTION);
+                glPushMatrix();
+                glLoadIdentity();
+                glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+                glMatrixMode(GL_MODELVIEW);
+                glPushMatrix();
+                glLoadIdentity();
                 if (dialogueboxlocation[whichdialogue][indialogue] == 1)
                     glTranslatef(0, screenheight * 3 / 4, 0);
                 glScalef(screenwidth, screenheight / 4, 1);
@@ -1042,16 +1042,16 @@ int Game::DrawGLScene(StereoSide side)
 
                 glColor4f(dialogueboxcolor[whichdialogue][indialogue][0], dialogueboxcolor[whichdialogue][indialogue][1], dialogueboxcolor[whichdialogue][indialogue][2], 0.7);
                 glBegin(GL_QUADS);
-                glVertex3f(0,          0,       0.0f);
-                glVertex3f(1,  0,       0.0f);
-                glVertex3f(1,  1, 0.0f);
-                glVertex3f(0,  1, 0.0f);
+                glVertex3f(0, 0, 0.0f);
+                glVertex3f(1, 0, 0.0f);
+                glVertex3f(1, 1, 0.0f);
+                glVertex3f(0, 1, 0.0f);
                 glEnd();
-                glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-                glPopMatrix();                                                                         // Restore The Old Projection Matrix
-                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-                glPopMatrix();                                                                         // Restore The Old Projection Matrix
-                glEnable(GL_DEPTH_TEST);                                                       // Enables Depth Testing
+                glMatrixMode(GL_PROJECTION);
+                glPopMatrix();
+                glMatrixMode(GL_MODELVIEW);
+                glPopMatrix();
+                glEnable(GL_DEPTH_TEST);
                 glEnable(GL_CULL_FACE);
                 glDisable(GL_BLEND);
                 glDepthMask(1);
@@ -1147,18 +1147,18 @@ int Game::DrawGLScene(StereoSide side)
                 glColor4f(1, 0, 0, 1);
                 text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
                 if (showdamagebar) {
-                    glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+                    glDisable(GL_DEPTH_TEST);
                     glDisable(GL_CULL_FACE);
                     glDisable(GL_LIGHTING);
                     glDisable(GL_TEXTURE_2D);
                     glDepthMask(0);
-                    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-                    glPushMatrix();                                                                            // Store The Projection Matrix
-                    glLoadIdentity();                                                                  // Reset The Projection Matrix
-                    glOrtho(0, screenwidth, 0, screenheight, -100, 100);               // Set Up An Ortho Screen
-                    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-                    glPushMatrix();                                                                            // Store The Modelview Matrix
-                    glLoadIdentity();                                                                  // Reset The Modelview Matrix
+                    glMatrixMode(GL_PROJECTION);
+                    glPushMatrix();
+                    glLoadIdentity();
+                    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+                    glMatrixMode(GL_MODELVIEW);
+                    glPushMatrix();
+                    glLoadIdentity();
                     glTranslatef(15, screenheight * 17.5 / 20, 0);
                     glScalef(screenwidth / 3 + 20, screenheight / 20, 1);
                     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1213,11 +1213,11 @@ int Game::DrawGLScene(StereoSide side)
                     glVertex3f(0, 0, 0.0f);
                     glEnd();
 
-                    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-                    glPopMatrix();                                                                             // Restore The Old Projection Matrix
-                    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-                    glPopMatrix();                                                                             // Restore The Old Projection Matrix
-                    glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+                    glMatrixMode(GL_PROJECTION);
+                    glPopMatrix();
+                    glMatrixMode(GL_MODELVIEW);
+                    glPopMatrix();
+                    glEnable(GL_DEPTH_TEST);
                     glEnable(GL_CULL_FACE);
                     glDisable(GL_BLEND);
                     glDepthMask(1);
@@ -1311,51 +1311,51 @@ int Game::DrawGLScene(StereoSide side)
         }
 
         if (drawmode == glowmode) {
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             glColor4f(0, 0, 0, .5);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0,  0.0f);
+            glVertex3f(256, 0, 0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
         }
 
         if ((((blackout && damageeffects) || (player[0].bloodloss > 0 && damageeffects && player[0].blooddimamount > 0) || player[0].dead) && !cameramode) || console) {
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
@@ -1378,16 +1378,16 @@ int Game::DrawGLScene(StereoSide side)
             if (console)
                 glColor4f(.7, 0, 0, .2);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0,  0.0f);
+            glVertex3f(256, 0,  0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -1401,32 +1401,32 @@ int Game::DrawGLScene(StereoSide side)
             flashdelay--;
             if (flashamount < 0)
                 flashamount = 0;
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             glColor4f(flashr, flashg, flashb, flashamount);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0,  0.0f);
+            glVertex3f(256, 0, 0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -1464,17 +1464,17 @@ int Game::DrawGLScene(StereoSide side)
             glEnable(GL_TEXTURE_2D);
             glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
             glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
             glTranslatef(1.75, .25, 0);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1549,13 +1549,13 @@ int Game::DrawGLScene(StereoSide side)
                         glScalef(.003, .003, .003);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
-                        glVertex3f(-1,         -1,      0.0f);
+                        glVertex3f(-1, -1, 0.0f);
                         glTexCoord2f(1, 0);
-                        glVertex3f(1,  -1,      0.0f);
+                        glVertex3f(1, -1, 0.0f);
                         glTexCoord2f(1, 1);
-                        glVertex3f(1,  1, 0.0f);
+                        glVertex3f(1, 1, 0.0f);
                         glTexCoord2f(0, 1);
-                        glVertex3f(-1,         1, 0.0f);
+                        glVertex3f(-1, 1, 0.0f);
                         glEnd();
                         glPopMatrix();
                     }
@@ -1571,13 +1571,13 @@ int Game::DrawGLScene(StereoSide side)
                         glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
                         glBegin(GL_QUADS);
                         glTexCoord2f(0, 0);
-                        glVertex3f(-1,         -1,      0.0f);
+                        glVertex3f(-1, -1, 0.0f);
                         glTexCoord2f(1, 0);
-                        glVertex3f(1,  -1,      0.0f);
+                        glVertex3f(1, -1, 0.0f);
                         glTexCoord2f(1, 1);
-                        glVertex3f(1,  1, 0.0f);
+                        glVertex3f(1, 1, 0.0f);
                         glTexCoord2f(0, 1);
-                        glVertex3f(-1,         1, 0.0f);
+                        glVertex3f(-1, 1, 0.0f);
                         glEnd();
                         glPopMatrix();
                     }
@@ -1592,13 +1592,13 @@ int Game::DrawGLScene(StereoSide side)
                     glScalef(.002, .002, .002);
                     glBegin(GL_QUADS);
                     glTexCoord2f(0, 0);
-                    glVertex3f(-1,             -1,      0.0f);
+                    glVertex3f(-1, -1, 0.0f);
                     glTexCoord2f(1, 0);
-                    glVertex3f(1,      -1,      0.0f);
+                    glVertex3f(1, -1, 0.0f);
                     glTexCoord2f(1, 1);
-                    glVertex3f(1,      1, 0.0f);
+                    glVertex3f(1, 1, 0.0f);
                     glTexCoord2f(0, 1);
-                    glVertex3f(-1,     1, 0.0f);
+                    glVertex3f(-1, 1, 0.0f);
                     glEnd();
                     glPopMatrix();
                 }
@@ -1625,57 +1625,57 @@ int Game::DrawGLScene(StereoSide side)
                     glScalef(.005, .005, .005);
                     glBegin(GL_QUADS);
                     glTexCoord2f(0, 0);
-                    glVertex3f(-1,             -1,      0.0f);
+                    glVertex3f(-1, -1, 0.0f);
                     glTexCoord2f(1, 0);
-                    glVertex3f(1,      -1,      0.0f);
+                    glVertex3f(1, -1, 0.0f);
                     glTexCoord2f(1, 1);
-                    glVertex3f(1,      1, 0.0f);
+                    glVertex3f(1, 1, 0.0f);
                     glTexCoord2f(0, 1);
-                    glVertex3f(-1,     1, 0.0f);
+                    glVertex3f(-1, 1, 0.0f);
                     glEnd();
                     glPopMatrix();
                 }
             }
             glPopMatrix();
             glDisable(GL_TEXTURE_2D);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
         }
 
         if (loading && !stealthloading && (!campaign || player[0].dead)) {
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             glColor4f(0, 0, 0, .7);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0, 0.0f);
+            glVertex3f(256, 0, 0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -1700,33 +1700,33 @@ int Game::DrawGLScene(StereoSide side)
         }
 
         if (winfreeze && !campaign) {
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             glColor4f(0, 0, 0, .4);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0, 0.0f);
+            glVertex3f(256, 0, 0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -1828,17 +1828,17 @@ int Game::DrawGLScene(StereoSide side)
             glBindTexture( GL_TEXTURE_2D, screentexture);
             glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
             glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
             glTranslatef(1, 1, 0);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1851,13 +1851,13 @@ int Game::DrawGLScene(StereoSide side)
                 glPushMatrix();
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
             }
@@ -1870,13 +1870,13 @@ int Game::DrawGLScene(StereoSide side)
                 glPushMatrix();
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
                 glBindTexture( GL_TEXTURE_2D, screentexture2);
@@ -1884,13 +1884,13 @@ int Game::DrawGLScene(StereoSide side)
                 glPushMatrix();
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1908,13 +1908,13 @@ int Game::DrawGLScene(StereoSide side)
                 glScalef(1, 1, 1);
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
                 if (crosseyedness) {
@@ -1925,13 +1925,13 @@ int Game::DrawGLScene(StereoSide side)
                     glScalef(1, 1, 1);
                     glBegin(GL_QUADS);
                     glTexCoord2f(0, 0);
-                    glVertex3f(-1,             -1,      0.0f);
+                    glVertex3f(-1, -1, 0.0f);
                     glTexCoord2f(texcoordwidth, 0);
-                    glVertex3f(1,      -1,      0.0f);
+                    glVertex3f(1, -1, 0.0f);
                     glTexCoord2f(texcoordwidth, texcoordheight);
-                    glVertex3f(1,      1, 0.0f);
+                    glVertex3f(1, 1, 0.0f);
                     glTexCoord2f(0, texcoordheight);
-                    glVertex3f(-1,     1, 0.0f);
+                    glVertex3f(-1, 1, 0.0f);
                     glEnd();
                     glPopMatrix();
                 }
@@ -1944,52 +1944,52 @@ int Game::DrawGLScene(StereoSide side)
                 glTranslatef(.01, 0, 0);
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
                 glPushMatrix();
                 glTranslatef(-.01, 0, 0);
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
                 glPushMatrix();
                 glTranslatef(.0, .01, 0);
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
                 glPushMatrix();
                 glTranslatef(0, -.01, 0);
                 glBegin(GL_QUADS);
                 glTexCoord2f(0, 0);
-                glVertex3f(-1,         -1,      0.0f);
+                glVertex3f(-1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, 0);
-                glVertex3f(1,  -1,      0.0f);
+                glVertex3f(1, -1, 0.0f);
                 glTexCoord2f(texcoordwidth, texcoordheight);
-                glVertex3f(1,  1, 0.0f);
+                glVertex3f(1, 1, 0.0f);
                 glTexCoord2f(0, texcoordheight);
-                glVertex3f(-1,         1, 0.0f);
+                glVertex3f(-1, 1, 0.0f);
                 glEnd();
                 glPopMatrix();
             }
@@ -2001,23 +2001,23 @@ int Game::DrawGLScene(StereoSide side)
                     glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
                     glBegin(GL_QUADS);
                     glTexCoord2f(0, 0);
-                    glVertex3f(-1,             -1,      0.0f);
+                    glVertex3f(-1, -1, 0.0f);
                     glTexCoord2f(texcoordwidth, 0);
-                    glVertex3f(1,      -1,      0.0f);
+                    glVertex3f(1, -1, 0.0f);
                     glTexCoord2f(texcoordwidth, texcoordheight);
-                    glVertex3f(1,      1, 0.0f);
+                    glVertex3f(1, 1, 0.0f);
                     glTexCoord2f(0, texcoordheight);
-                    glVertex3f(-1,     1, 0.0f);
+                    glVertex3f(-1, 1, 0.0f);
                     glEnd();
                     glPopMatrix();
                 }
             }
             glDisable(GL_TEXTURE_2D);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -2098,17 +2098,17 @@ void DrawMenu()
     glEnable(GL_ALPHA_TEST);
     glAlphaFunc(GL_GREATER, 0.001f);
     glEnable(GL_TEXTURE_2D);
-    glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+    glDisable(GL_DEPTH_TEST);
     glDisable(GL_CULL_FACE);
     glDisable(GL_LIGHTING);
     glDepthMask(0);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPushMatrix();                                                                            // Store The Projection Matrix
-    glLoadIdentity();                                                                  // Reset The Projection Matrix
-    glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPushMatrix();                                                                            // Store The Modelview Matrix
-    glLoadIdentity();                                                          // Reset The Modelview Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
     glTranslatef(screenwidth / 2, screenheight / 2, 0);
     glPushMatrix();
     glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
@@ -2142,36 +2142,36 @@ void DrawMenu()
     glEnd();
     glPopMatrix();
     glPopMatrix();
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
+    glMatrixMode(GL_PROJECTION);
     glPopMatrix();
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+    glMatrixMode(GL_MODELVIEW);
 
 
 
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPushMatrix();                                                                            // Store The Projection Matrix
-    glLoadIdentity();                                                                  // Reset The Projection Matrix
-    glOrtho(0, 640, 0, 480, -100, 100);                                                // Set Up An Ortho Screen
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPushMatrix();                                                                            // Store The Modelview Matrix
-    glLoadIdentity();                                                          // Reset The Modelview Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0, 640, 0, 480, -100, 100);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
     glEnable(GL_TEXTURE_2D);
 
     Menu::drawItems();
 
     //draw mouse cursor
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
+    glMatrixMode(GL_PROJECTION);
     glPopMatrix();
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+    glMatrixMode(GL_MODELVIEW);
     glPopMatrix();
 
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPushMatrix();                                                                            // Store The Projection Matrix
-    glLoadIdentity();                                                                  // Reset The Projection Matrix
-    glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPushMatrix();                                                                            // Store The Modelview Matrix
-    glLoadIdentity();                                                          // Reset The Modelview Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
     glTranslatef(screenwidth / 2, screenheight / 2, 0);
     glPushMatrix();
     glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
@@ -2206,7 +2206,7 @@ void DrawMenu()
         glPopMatrix();
     }
     glPopMatrix();
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
+    glMatrixMode(GL_PROJECTION);
     glPopMatrix();
 
 
@@ -2219,33 +2219,33 @@ void DrawMenu()
         flashdelay--;
         if (flashamount < 0)
             flashamount = 0;
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDisable(GL_TEXTURE_2D);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glScalef(screenwidth, screenheight, 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
         glEnable(GL_BLEND);
         glColor4f(flashr, flashg, flashb, flashamount);
         glBegin(GL_QUADS);
-        glVertex3f(0,          0,       0.0f);
-        glVertex3f(256,        0,       0.0f);
-        glVertex3f(256,        256, 0.0f);
-        glVertex3f(0,  256, 0.0f);
+        glVertex3f(0, 0, 0.0f);
+        glVertex3f(256, 0, 0.0f);
+        glVertex3f(256, 256, 0.0f);
+        glVertex3f(0, 256, 0.0f);
         glEnd();
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glEnable(GL_DEPTH_TEST);                                                       // Enables Depth Testing
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
+        glEnable(GL_DEPTH_TEST);
         glEnable(GL_CULL_FACE);
         glDisable(GL_BLEND);
         glDepthMask(1);
index db86503fb7e408d5b6493145bfceab375d714f85..a02c05b0cb34b769224f36c1dcd99dc0a0b783ac 100644 (file)
@@ -229,9 +229,9 @@ void Game::LoadingScreen()
     AbsoluteTime currTime = UpTime ();
     double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else                               // else milliseconds
+    else // else milliseconds
         deltaTime /= 1000.0;
 
     multiplier = deltaTime;
@@ -240,7 +240,7 @@ void Game::LoadingScreen()
     if (multiplier > 10)
         multiplier = 10;
     if (multiplier > .05) {
-        frametime = currTime;  // reset for next time interval
+        frametime = currTime; // reset for next time interval
 
         glLoadIdentity();
         //Clear to black
@@ -262,17 +262,17 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -282,13 +282,13 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glEnable(GL_BLEND);
@@ -296,20 +296,20 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -317,17 +317,17 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -338,20 +338,20 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(0 + .5, 0 + .5);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(1 + .5, 0 + .5);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(1 + .5, 1 + .5);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(0 + .5, 1 + .5);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -359,17 +359,17 @@ void Game::LoadingScreen()
         loadscreentexture.bind();
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
         glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-        glDisable(GL_DEPTH_TEST);                                                      // Disables Depth Testing
+        glDisable(GL_DEPTH_TEST);
         glDisable(GL_CULL_FACE);
         glDisable(GL_LIGHTING);
         glDepthMask(0);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPushMatrix();                                                                                // Store The Projection Matrix
-        glLoadIdentity();                                                                      // Reset The Projection Matrix
-        glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                           // Set Up An Ortho Screen
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPushMatrix();                                                                                // Store The Modelview Matrix
-        glLoadIdentity();                                                              // Reset The Modelview Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPushMatrix();
+        glLoadIdentity();
+        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+        glMatrixMode(GL_MODELVIEW);
+        glPushMatrix();
+        glLoadIdentity();
         glTranslatef(screenwidth / 2, screenheight / 2, 0);
         glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -379,20 +379,20 @@ void Game::LoadingScreen()
         //glScalef(.25,.25,.25);
         glBegin(GL_QUADS);
         glTexCoord2f(0 + .2, 0 + .8);
-        glVertex3f(-1,         -1,      0.0f);
+        glVertex3f(-1, -1, 0.0f);
         glTexCoord2f(1 + .2, 0 + .8);
-        glVertex3f(1,  -1,      0.0f);
+        glVertex3f(1, -1, 0.0f);
         glTexCoord2f(1 + .2, 1 + .8);
-        glVertex3f(1,  1, 0.0f);
+        glVertex3f(1, 1, 0.0f);
         glTexCoord2f(0 + .2, 1 + .8);
-        glVertex3f(-1, 1, 0.0f);
+        glVertex3f(-1, 1, 0.0f);
         glEnd();
         glPopMatrix();
         glDisable(GL_TEXTURE_2D);
-        glMatrixMode(GL_PROJECTION);                                           // Select The Projection Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
-        glPopMatrix();                                                                         // Restore The Old Projection Matrix
+        glMatrixMode(GL_PROJECTION);
+        glPopMatrix();
+        glMatrixMode(GL_MODELVIEW);
+        glPopMatrix();
         glDisable(GL_BLEND);
         glDepthMask(1);
 
@@ -406,33 +406,33 @@ void Game::LoadingScreen()
             flashdelay--;
             if (flashamount < 0)
                 flashamount = 0;
-            glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+            glDisable(GL_DEPTH_TEST);
             glDisable(GL_CULL_FACE);
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glDepthMask(0);
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPushMatrix();                                                                            // Store The Projection Matrix
-            glLoadIdentity();                                                                  // Reset The Projection Matrix
-            glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPushMatrix();                                                                            // Store The Modelview Matrix
-            glLoadIdentity();                                                          // Reset The Modelview Matrix
+            glMatrixMode(GL_PROJECTION);
+            glPushMatrix();
+            glLoadIdentity();
+            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+            glMatrixMode(GL_MODELVIEW);
+            glPushMatrix();
+            glLoadIdentity();
             glScalef(screenwidth, screenheight, 1);
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
             glEnable(GL_BLEND);
             glColor4f(flashr, flashg, flashb, flashamount);
             glBegin(GL_QUADS);
-            glVertex3f(0,              0,       0.0f);
-            glVertex3f(256,    0,       0.0f);
-            glVertex3f(256,    256, 0.0f);
-            glVertex3f(0,      256, 0.0f);
+            glVertex3f(0, 0, 0.0f);
+            glVertex3f(256, 0, 0.0f);
+            glVertex3f(256, 256, 0.0f);
+            glVertex3f(0, 256, 0.0f);
             glEnd();
-            glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-            glPopMatrix();                                                                             // Restore The Old Projection Matrix
-            glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+            glMatrixMode(GL_PROJECTION);
+            glPopMatrix();
+            glMatrixMode(GL_MODELVIEW);
+            glPopMatrix();
+            glEnable(GL_DEPTH_TEST);
             glEnable(GL_CULL_FACE);
             glDisable(GL_BLEND);
             glDepthMask(1);
@@ -462,17 +462,17 @@ void FadeLoadingScreen(float howmuch)
     //glBindTexture( GL_TEXTURE_2D, loadscreentexture);
     glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
     glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-    glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+    glDisable(GL_DEPTH_TEST);
     glDisable(GL_CULL_FACE);
     glDisable(GL_LIGHTING);
     glDepthMask(0);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPushMatrix();                                                                            // Store The Projection Matrix
-    glLoadIdentity();                                                                  // Reset The Projection Matrix
-    glOrtho(0, screenwidth, 0, screenheight, -100, 100);                                               // Set Up An Ortho Screen
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPushMatrix();                                                                            // Store The Modelview Matrix
-    glLoadIdentity();                                                          // Reset The Modelview Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
     glTranslatef(screenwidth / 2, screenheight / 2, 0);
     glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -482,20 +482,20 @@ void FadeLoadingScreen(float howmuch)
     //glScalef(.25,.25,.25);
     glBegin(GL_QUADS);
     glTexCoord2f(0, 0);
-    glVertex3f(-1,             -1,      0.0f);
+    glVertex3f(-1, -1, 0.0f);
     glTexCoord2f(1, 0);
-    glVertex3f(1,      -1,      0.0f);
+    glVertex3f(1, -1, 0.0f);
     glTexCoord2f(1, 1);
-    glVertex3f(1,      1, 0.0f);
+    glVertex3f(1, 1, 0.0f);
     glTexCoord2f(0, 1);
-    glVertex3f(-1,     1, 0.0f);
+    glVertex3f(-1, 1, 0.0f);
     glEnd();
     glPopMatrix();
     glDisable(GL_TEXTURE_2D);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
     glDisable(GL_BLEND);
     glDepthMask(1);
     //Text
index 540360584dcbaff63076a55f75db09122a19911f..4a0229bb673bc2c2a89ff0c14de8c5a16d290771 100644 (file)
@@ -1311,11 +1311,11 @@ static void cmd_dispatch(const string cmd)
 
 /********************> Tick() <*****/
 extern bool save_image(const char * fname);
-void Screenshot        (void)
+void Screenshot (void)
 {
     char temp[1024];
-    time_t     t = time(NULL);
-    struct     tm *tme = localtime(&t);
+    time_t t = time(NULL);
+    struct tm *tme = localtime(&t);
     sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
 
 #if defined(_WIN32)
@@ -1509,7 +1509,7 @@ void Setenvironment(int which)
         temptexdetail = texdetail;
         if (texdetail > 1)
             texdetail = 4;
-        skybox->load(  ":Data:Textures:Skybox(snow):Front.jpg",
+        skybox->load(   ":Data:Textures:Skybox(snow):Front.jpg",
                         ":Data:Textures:Skybox(snow):Left.jpg",
                         ":Data:Textures:Skybox(snow):Back.jpg",
                         ":Data:Textures:Skybox(snow):Right.jpg",
@@ -1547,7 +1547,7 @@ void Setenvironment(int which)
         temptexdetail = texdetail;
         if (texdetail > 1)
             texdetail = 4;
-        skybox->load(  ":Data:Textures:Skybox(sand):Front.jpg",
+        skybox->load(   ":Data:Textures:Skybox(sand):Front.jpg",
                         ":Data:Textures:Skybox(sand):Left.jpg",
                         ":Data:Textures:Skybox(sand):Back.jpg",
                         ":Data:Textures:Skybox(sand):Right.jpg",
@@ -1584,7 +1584,7 @@ void Setenvironment(int which)
         temptexdetail = texdetail;
         if (texdetail > 1)
             texdetail = 4;
-        skybox->load(  ":Data:Textures:Skybox(grass):Front.jpg",
+        skybox->load(   ":Data:Textures:Skybox(grass):Front.jpg",
                         ":Data:Textures:Skybox(grass):Left.jpg",
                         ":Data:Textures:Skybox(grass):Back.jpg",
                         ":Data:Textures:Skybox(grass):Right.jpg",
@@ -8507,33 +8507,33 @@ void Game::TickOnceAfter()
         /*
         //what did autocam do?
         if(player[0].skeleton.free!=2&&autocam){
-               cameraspeed=20;
-               if(findLengthfast(&player[0].velocity)>400){
-                       cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
-               }
-               if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4;
-               cameradist+=multiplier*5;
-               if(cameradist>3.3)cameradist=3.3;
-               coltarget=target-cameraloc;
-               if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
-               else if(findLengthfast(&coltarget)>1)
-               {
-                       Normalise(&coltarget);
-                       if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
-                       else cameraloc=cameraloc+coltarget*multiplier*8;
-               }
-               if(editorenabled)cameraloc=target;
-               viewer=cameraloc;
-               colviewer=viewer;
-               coltarget=cameraloc;
-               objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
-               if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                       for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                               int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
-                               colviewer=viewer;
-                               coltarget=cameraloc;
-                               if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
-                       }
+            cameraspeed=20;
+            if(findLengthfast(&player[0].velocity)>400){
+                cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
+            }
+            if(player[0].skeleton.free==0&&player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim)target.y+=1.4;
+            cameradist+=multiplier*5;
+            if(cameradist>3.3)cameradist=3.3;
+            coltarget=target-cameraloc;
+            if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
+            else if(findLengthfast(&coltarget)>1)
+            {
+                Normalise(&coltarget);
+                if(player[0].animTarget!=hanganim&&player[0].animTarget!=climbanim&&player[0].animCurrent!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
+                else cameraloc=cameraloc+coltarget*multiplier*8;
+            }
+            if(editorenabled)cameraloc=target;
+            viewer=cameraloc;
+            colviewer=viewer;
+            coltarget=cameraloc;
+            objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
+            if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
+                for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
+                    int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
+                    colviewer=viewer;
+                    coltarget=cameraloc;
+                    if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
+                }
             if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
                 for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
                     int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
index 08c5732f35e4b289c5f1bae0e4784a7e8fa1b7fe..059879037f7095022339cb086ef16d0af949d0dc 100644 (file)
@@ -71,7 +71,7 @@ const char* Input::keyToChar(unsigned short i)
         return "unknown";
 }
 
-unsigned short         Input::CharToKey(const char* which)
+unsigned short Input::CharToKey(const char* which)
 {
     for (unsigned short i = 0; i < SDLK_LAST; i++) {
         if (!strcasecmp(which, SDL_GetKeyName(SDLKey(i))))
index 3719c07ed409a8868d3de8273f85f12ab4c2ec5f..2972ca667fd91fec966e9a12bb11e079b8100c92 100644 (file)
@@ -28,8 +28,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Game.h"
 
 /**> CONSTANT DECLARATIONS <**/
-#define MOUSEBUTTON1           SDLK_LAST+SDL_BUTTON_LEFT
-#define MOUSEBUTTON2           SDLK_LAST+SDL_BUTTON_RIGHT
+#define MOUSEBUTTON1 SDLK_LAST+SDL_BUTTON_LEFT
+#define MOUSEBUTTON2 SDLK_LAST+SDL_BUTTON_RIGHT
 
 /**> FUNCTION PROTOTYPES <**/
 class Input
@@ -39,7 +39,7 @@ public:
     static bool isKeyDown(int k);
     static bool isKeyPressed(int k);
     static const char* keyToChar(unsigned short which);
-    static unsigned short      CharToKey(const char* which);
+    static unsigned short CharToKey(const char* which);
     static Boolean MouseClicked();
 };
 
index ab93c865dde655c5fa8df63ac8f5b087aead4480..b8332c34fdab27e95fd5f30e86feb684ec70dffa 100644 (file)
@@ -31,9 +31,9 @@ void SetUpLight(Light* whichsource, int whichlight)
 
     //Initialize lights
     if (whichlight == 0) {
-        GLfloat LightAmbient[] =               { whichsource->ambient[0], whichsource->ambient[1], whichsource->ambient[2], 1.0f};
-        GLfloat LightDiffuse[] =               { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
-        GLfloat LightPosition[] =      { whichsource->location.x, whichsource->location.y, whichsource->location.z, 0.0f };
+        GLfloat LightAmbient[] = { whichsource->ambient[0], whichsource->ambient[1], whichsource->ambient[2], 1.0f};
+        GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
+        GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 0.0f };
 
         //glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation);
         glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
@@ -63,9 +63,9 @@ void SetUpLight(Light* whichsource, int whichlight)
             break;
         }
 
-        GLfloat LightAmbient[] =               { 0, 0, 0, 1.0f};
-        GLfloat LightDiffuse[] =               { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
-        GLfloat LightPosition[] =      { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f };
+        GLfloat LightAmbient[] = { 0, 0, 0, 1.0f};
+        GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
+        GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f };
 
         glLightfv(lightselect, GL_QUADRATIC_ATTENUATION, qattenuation);
         glLightfv(lightselect, GL_POSITION, LightPosition);
@@ -83,9 +83,9 @@ void SetUpMainLight(Light* whichsource, int whichlight, float ambientr, float am
     //Initialize lights
 
     if (whichlight == 0) {
-        GLfloat LightAmbient[] =               { ambientr, ambientg, ambientb, 1.0f};
-        GLfloat LightDiffuse[] =               { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
-        GLfloat LightPosition[] =      { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f };
+        GLfloat LightAmbient[] = { ambientr, ambientg, ambientb, 1.0f};
+        GLfloat LightDiffuse[] = { whichsource->color[0], whichsource->color[1], whichsource->color[2], 1.0f };
+        GLfloat LightPosition[] = { whichsource->location.x, whichsource->location.y, whichsource->location.z, 1.0f };
 
         glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, qattenuation);
         glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
index 738739d1542673b4d04d1535d13c4d80e7e21089..eb626ba5130132e2fb6f0699afe3365d07baf475 100644 (file)
@@ -68,7 +68,7 @@ public:
         QueryPerformanceFrequency( (LARGE_INTEGER*)&counterRate);
         QueryPerformanceCounter( (LARGE_INTEGER*)&baseCounter);
     }
-    __int64 counterRate;               // LARGE_INTEGER type has no math functions so use int64
+    __int64 counterRate; // LARGE_INTEGER type has no math functions so use int64
     __int64 baseCounter;
 };
 static AppTime g_appTime;
index 17745cd22eaa1f8ef957dbea08cdfdc202a2c4c9..92f16b295435b6394db0851c6165c78d0ad9aaee 100644 (file)
@@ -76,7 +76,7 @@ typedef struct AbsoluteTime {
     unsigned long   lo;
 } AbsoluteTime;
 
-AbsoluteTime UpTime();         // NOTE: returns time since app started, not system start
+AbsoluteTime UpTime(); // NOTE: returns time since app started, not system start
 
 typedef long Duration;
 
index 8eb10e4e33091e04bc4acfbd9b9927bf8fb0d750..c402c8d39f50ad9374730629579672e05e5a5d5b 100644 (file)
@@ -242,10 +242,10 @@ void Menu::drawItems()
             glPushMatrix();
             glTranslatef(2, -5, 0); //from old code
             glBegin(GL_QUADS);
-            glVertex3f(linestart.x - offset.x * it->linestartsize,     linestart.y - offset.y * it->linestartsize,      0.0f);
-            glVertex3f(linestart.x + offset.x * it->linestartsize,     linestart.y + offset.y * it->linestartsize,      0.0f);
-            glVertex3f(lineend.x + offset.x * it->lineendsize,         lineend.y + offset.y * it->lineendsize, 0.0f);
-            glVertex3f(lineend.x - offset.x * it->lineendsize,                 lineend.y - offset.y * it->lineendsize, 0.0f);
+            glVertex3f(linestart.x - offset.x * it->linestartsize, linestart.y - offset.y * it->linestartsize, 0.0f);
+            glVertex3f(linestart.x + offset.x * it->linestartsize, linestart.y + offset.y * it->linestartsize, 0.0f);
+            glVertex3f(lineend.x + offset.x * it->lineendsize, lineend.y + offset.y * it->lineendsize, 0.0f);
+            glVertex3f(lineend.x - offset.x * it->lineendsize, lineend.y - offset.y * it->lineendsize, 0.0f);
             glEnd();
             glPopMatrix();
             glEnable(GL_TEXTURE_2D);
index 65d9ff8642ede49391f1883d9ac64fe3bf6c257e..dfa8ad089baab08bedcf7f6865658f0d498461ee 100644 (file)
@@ -448,8 +448,8 @@ void Model::UpdateVertexArrayNoTexNoNorm()
 
 bool Model::loadnotex(const char *filename )
 {
-    FILE                       *tfile;
-    long                               i;
+    FILE *tfile;
+    long i;
 
     int oldvertexNum, oldTriangleNum;
     oldvertexNum = vertexNum;
@@ -480,7 +480,7 @@ bool Model::loadnotex(const char *filename )
     }
 
     for (i = 0; i < TriangleNum; i++) {
-        //             funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+        //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
         short vertex[ 6];
         funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
         Triangles[i].vertex[ 0] = vertex[ 0];
@@ -516,8 +516,8 @@ bool Model::loadnotex(const char *filename )
 
 bool Model::load(const char *filename, bool texture )
 {
-    FILE                       *tfile;
-    long                               i;
+    FILE *tfile;
+    long i;
 
     LOGFUNC;
 
@@ -558,7 +558,7 @@ bool Model::load(const char *filename, bool texture )
     }
 
     for (i = 0; i < TriangleNum; i++) {
-        //             funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+        //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
         short vertex[ 6];
         funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
         Triangles[i].vertex[ 0] = vertex[ 0];
@@ -595,8 +595,8 @@ bool Model::load(const char *filename, bool texture )
 
 bool Model::loaddecal(const char *filename, bool texture )
 {
-    FILE                       *tfile;
-    long                               i, j;
+    FILE *tfile;
+    long i, j;
 
     LOGFUNC;
 
@@ -640,7 +640,7 @@ bool Model::loaddecal(const char *filename, bool texture )
     }
 
     for (i = 0; i < TriangleNum; i++) {
-        //             funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+        //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
         short vertex[ 6];
         funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
         Triangles[i].vertex[ 0] = vertex[ 0];
@@ -699,8 +699,8 @@ bool Model::loaddecal(const char *filename, bool texture )
 
 bool Model::loadraw(char *filename )
 {
-    FILE                       *tfile;
-    long                               i;
+    FILE *tfile;
+    long i;
 
     LOGFUNC;
 
@@ -737,7 +737,7 @@ bool Model::loadraw(char *filename )
     }
 
     for (i = 0; i < TriangleNum; i++) {
-        //             funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
+        //funpackf(tfile, "Bi Bi Bi", &Triangles[i].vertex[0], &Triangles[i].vertex[1], &Triangles[i].vertex[2]);
         short vertex[ 6];
         funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[ 0], &vertex[ 1], &vertex[ 2], &vertex[ 3], &vertex[ 4], &vertex[ 5]);
         Triangles[i].vertex[ 0] = vertex[ 0];
@@ -1184,7 +1184,7 @@ void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloo
             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
 
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+            glMatrixMode(GL_MODELVIEW);
             glPushMatrix();
             glBegin(GL_TRIANGLES);
             for (int j = 0; j < 3; j++) {
index e69cca93a7f7af4fcf7b39d521214de652a32151..a18854a384f42b559f613c1cad89c5eaaf8d762c 100644 (file)
@@ -40,9 +40,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 //
 // Textures List
 //
-typedef struct         {
-    long                       xsz, ysz;
-    GLubyte                            *txt;
+typedef struct {
+    long xsz, ysz;
+    GLubyte *txt;
 } ModelTexture;
 
 //
@@ -52,7 +52,7 @@ typedef struct                {
 class TexturedTriangle
 {
 public:
-    short                      vertex[3];
+    short vertex[3];
     float gx[3], gy[3];
 };
 
@@ -67,7 +67,7 @@ public:
 class Model
 {
 public:
-    short      vertexNum, TriangleNum;
+    short vertexNum, TriangleNum;
     bool hastexture;
 
     int type, oldtype;
index 6f3d3c08f44a5f981fdbb72d5a1f900538f1bd9b..572f16ba6888f9124267d3725d14737ed1ae23f5 100644 (file)
@@ -39,7 +39,7 @@ extern bool skyboxtexture;
 
 //Functions
 
-bool   Objects::checkcollide(XYZ startpoint, XYZ endpoint, int which)
+bool Objects::checkcollide(XYZ startpoint, XYZ endpoint, int which)
 {
     static XYZ colpoint, colviewer, coltarget;
     static int i;
@@ -111,7 +111,7 @@ void Objects::Draw()
                         }
                         else occluded[i]=0;*/
                         if (occluded[i] < 6) {
-                            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+                            glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (!model[i].color)
                                 glEnable(GL_LIGHTING);
@@ -366,7 +366,7 @@ void Objects::Draw()
                     distance = 1;
                     if (distance > 0) {
                         if (1 == 1 || occluded[i] < 6) {
-                            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+                            glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             glEnable(GL_LIGHTING);
                             glDepthMask(1);
index 59f8490cd91880e90cfa2e41e42fde1eaf43bb06..aa2e7283c13ff98fe49045740629e3aff7b50bb7 100644 (file)
@@ -194,7 +194,7 @@ void initGL()
     glDisable( GL_ALPHA_TEST);
     glDisable( GL_BLEND);
     glDisable( GL_DEPTH_TEST);
-    // glDisable( GL_DITHER);
+    //glDisable( GL_DITHER);
     glDisable( GL_FOG);
     glDisable( GL_LIGHTING);
     glDisable( GL_LOGIC_OP);
@@ -215,13 +215,13 @@ void initGL()
     glClearDepth( 1.0f);
     glDepthFunc( GL_LEQUAL);
     glDepthMask( GL_TRUE);
-    // glDepthRange( FRONT_CLIP, BACK_CLIP);
+    //glDepthRange( FRONT_CLIP, BACK_CLIP);
     glEnable( GL_DEPTH_TEST);
     glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
     glCullFace( GL_FRONT);
     glEnable( GL_CULL_FACE);
     glEnable( GL_LIGHTING);
-//     glEnable( GL_LIGHT_MODEL_AMBIENT);
+    //glEnable( GL_LIGHT_MODEL_AMBIENT);
     glEnable( GL_DITHER);
     glEnable( GL_COLOR_MATERIAL);
     glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -446,9 +446,9 @@ void DoFrameRate (int update)
     AbsoluteTime currTime = UpTime ();
     double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else                               // else milliseconds
+    else // else milliseconds
         deltaTime /= 1000.0;
 
     multiplier = deltaTime;
@@ -457,18 +457,18 @@ void DoFrameRate (int update)
     if (multiplier > 10)
         multiplier = 10;
     if (update)
-        frametime = currTime;  // reset for next time interval
+        frametime = currTime; // reset for next time interval
 
     deltaTime = (float) AbsoluteDeltaToDuration (currTime, time);
 
-    if (0 > deltaTime) // if negative microseconds
+    if (0 > deltaTime) // if negative microseconds
         deltaTime /= -1000000.0;
-    else                               // else milliseconds
+    else // else milliseconds
         deltaTime /= 1000.0;
     frames++;
-    if (0.001 <= deltaTime) {  // has update interval passed
+    if (0.001 <= deltaTime) { // has update interval passed
         if (update) {
-            time = currTime;   // reset for next time interval
+            time = currTime; // reset for next time interval
             frames = 0;
         }
     }
@@ -516,38 +516,38 @@ void DoUpdate ()
 
     TickOnceAfter();
     /* - Debug code to test how many channels were active on average per frame
-       static long frames = 0;
-
-       static AbsoluteTime start = {0,0};
-       AbsoluteTime currTime = UpTime ();
-       static int num_channels = 0;
-
-       num_channels += OPENAL_GetChannelsPlaying();
-       double deltaTime = (float) AbsoluteDeltaToDuration (currTime, start);
-
-       if (0 > deltaTime)      // if negative microseconds
-               deltaTime /= -1000000.0;
-       else                            // else milliseconds
-               deltaTime /= 1000.0;
-
-       ++frames;
-
-       if (deltaTime >= 1)
-       {
-               start = currTime;
-               float avg_channels = (float)num_channels / (float)frames;
-
-               ofstream opstream("log.txt",ios::app);
-               opstream << "Average frame count: ";
-               opstream << frames;
-               opstream << " frames - ";
-               opstream << avg_channels;
-               opstream << " per frame.\n";
-               opstream.close();
-
-               frames = 0;
-               num_channels = 0;
-       }
+        static long frames = 0;
+
+        static AbsoluteTime start = {0,0};
+        AbsoluteTime currTime = UpTime ();
+        static int num_channels = 0;
+
+        num_channels += OPENAL_GetChannelsPlaying();
+        double deltaTime = (float) AbsoluteDeltaToDuration (currTime, start);
+
+        if (0 > deltaTime)  // if negative microseconds
+            deltaTime /= -1000000.0;
+        else                // else milliseconds
+            deltaTime /= 1000.0;
+
+        ++frames;
+
+        if (deltaTime >= 1)
+        {
+            start = currTime;
+            float avg_channels = (float)num_channels / (float)frames;
+
+            ofstream opstream("log.txt",ios::app);
+            opstream << "Average frame count: ";
+            opstream << frames;
+            opstream << " frames - ";
+            opstream << avg_channels;
+            opstream << " per frame.\n";
+            opstream.close();
+
+            frames = 0;
+            num_channels = 0;
+        }
     */
     if ( stereomode == stereoNone ) {
         DrawGLScene(stereoCenter);
@@ -803,8 +803,8 @@ static bool load_image(const char *file_name, TGAImageRec &tex)
 
 
 struct my_error_mgr {
-    struct jpeg_error_mgr pub; /* "public" fields */
-    jmp_buf setjmp_buffer;     /* for return to caller */
+    struct jpeg_error_mgr pub; /* "public" fields */
+    jmp_buf setjmp_buffer; /* for return to caller */
 };
 typedef struct my_error_mgr * my_error_ptr;
 
@@ -820,8 +820,8 @@ static bool load_jpg(const char *file_name, TGAImageRec &tex)
 {
     struct jpeg_decompress_struct cinfo;
     struct my_error_mgr jerr;
-    JSAMPROW buffer[1];                /* Output row buffer */
-    int row_stride;            /* physical row width in output buffer */
+    JSAMPROW buffer[1]; /* Output row buffer */
+    int row_stride; /* physical row width in output buffer */
     FILE *infile = fopen(file_name, "rb");
 
     if (infile == NULL)
index 52b9b207b20984374edb08d0458b7996b85dab92..33a57f3c324c745a1de57cd1bc5fd748247688b5 100644 (file)
@@ -5017,7 +5017,7 @@ void Person::DoStuff()
                 yaw = targetyaw;
 
                 frameTarget = 0;
-                //     frameTarget=2;
+                // frameTarget=2;
                 animTarget = flipanim;
                 crouchtogglekeydown = 1;
                 target = 0;
index fdf7d40c7fc2528a510657c658a45abe6c73711c..0777f38c26d654b470f272c541024630bb3d5adb 100644 (file)
@@ -30,24 +30,24 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // Misc. Constants
 //------------------------------------------------------------------------//
 
-float  const   pi      = 3.14159265f;
-float  const   g       = -32.174f;             // acceleration due to gravity, ft/s^2
-float  const   rho = 0.0023769f;       // desity of air at sea level, slugs/ft^3
-float  const   tol = 0.0000000001f;            // float type tolerance
+float const pi = 3.14159265f;
+float const g = -32.174f; // acceleration due to gravity, ft/s^2
+float const rho = 0.0023769f; // desity of air at sea level, slugs/ft^3
+float const tol = 0.0000000001f; // float type tolerance
 
 
 //------------------------------------------------------------------------//
 // Misc. Functions
 //------------------------------------------------------------------------//
-inline float   DegreesToRadians(float deg);
-inline float   RadiansToDegrees(float rad);
+inline float DegreesToRadians(float deg);
+inline float RadiansToDegrees(float rad);
 
-inline float   DegreesToRadians(float deg)
+inline float DegreesToRadians(float deg)
 {
     return deg * pi / 180.0f;
 }
 
-inline float   RadiansToDegrees(float rad)
+inline float RadiansToDegrees(float rad)
 {
     return rad * 180.0f / pi;
 }
@@ -69,23 +69,23 @@ public:
     void  Normalize(void);
     void  Reverse(void);
 
-    Vector& operator+=(Vector u);      // vector addition
-    Vector& operator-=(Vector u);      // vector subtraction
-    Vector& operator*=(float s);       // scalar multiply
-    Vector& operator/=(float s);       // scalar divide
+    Vector& operator+=(Vector u); // vector addition
+    Vector& operator-=(Vector u); // vector subtraction
+    Vector& operator*=(float s); // scalar multiply
+    Vector& operator/=(float s); // scalar divide
 
     Vector operator-(void);
 
 };
 
-inline Vector operator+(Vector u, Vector v);
-inline Vector operator-(Vector u, Vector v);
-inline Vector operator^(Vector u, Vector v);
-inline float operator*(Vector u, Vector v);
-inline Vector operator*(float s, Vector u);
-inline Vector operator*(Vector u, float s);
-inline Vector operator/(Vector u, float s);
-inline float TripleScalarProduct(Vector u, Vector v, Vector w);
+inline Vector operator+(Vector u, Vector v);
+inline Vector operator-(Vector u, Vector v);
+inline Vector operator^(Vector u, Vector v);
+inline float operator*(Vector u, Vector v);
+inline Vector operator*(float s, Vector u);
+inline Vector operator*(Vector u, float s);
+inline Vector operator/(Vector u, float s);
+inline float TripleScalarProduct(Vector u, Vector v, Vector w);
 /*
 float fast_sqrt2 (register float arg);
 float fast_sqrt2 (register float arg)
@@ -96,7 +96,7 @@ register float result;
 if (arg == 0.0) return 0.0;
 
 asm {
-frsqrte                result,arg                      // Calculate Square root
+frsqrte     result,arg          // Calculate Square root
 }
 
 // Newton Rhapson iterations.
@@ -120,12 +120,12 @@ inline Vector::Vector(float xi, float yi, float zi)
     z = zi;
 }
 
-inline float Vector::Magnitude(void)
+inline float Vector::Magnitude(void)
 {
     return (float) sqrt(x * x + y * y + z * z);
 }
 
-inline void  Vector::Normalize(void)
+inline void  Vector::Normalize(void)
 {
     float m = (float) sqrt(x * x + y * y + z * z);
     if (m <= tol)
@@ -142,7 +142,7 @@ inline      void  Vector::Normalize(void)
         z = 0.0f;
 }
 
-inline void  Vector::Reverse(void)
+inline void  Vector::Reverse(void)
 {
     x = -x;
     y = -y;
@@ -157,7 +157,7 @@ inline Vector& Vector::operator+=(Vector u)
     return *this;
 }
 
-inline Vector& Vector::operator-=(Vector u)
+inline Vector& Vector::operator-=(Vector u)
 {
     x -= u.x;
     y -= u.y;
@@ -165,7 +165,7 @@ inline      Vector& Vector::operator-=(Vector u)
     return *this;
 }
 
-inline Vector& Vector::operator*=(float s)
+inline Vector& Vector::operator*=(float s)
 {
     x *= s;
     y *= s;
@@ -173,7 +173,7 @@ inline      Vector& Vector::operator*=(float s)
     return *this;
 }
 
-inline Vector& Vector::operator/=(float s)
+inline Vector& Vector::operator/=(float s)
 {
     x /= s;
     y /= s;
@@ -181,55 +181,55 @@ inline    Vector& Vector::operator/=(float s)
     return *this;
 }
 
-inline Vector Vector::operator-(void)
+inline Vector Vector::operator-(void)
 {
     return Vector(-x, -y, -z);
 }
 
 
-inline Vector operator+(Vector u, Vector v)
+inline Vector operator+(Vector u, Vector v)
 {
     return Vector(u.x + v.x, u.y + v.y, u.z + v.z);
 }
 
-inline Vector operator-(Vector u, Vector v)
+inline Vector operator-(Vector u, Vector v)
 {
     return Vector(u.x - v.x, u.y - v.y, u.z - v.z);
 }
 
 // Vector cross product (u cross v)
-inline Vector operator^(Vector u, Vector v)
+inline Vector operator^(Vector u, Vector v)
 {
-    return Vector(     u.y * v.z - u.z * v.y,
+    return Vector(  u.y * v.z - u.z * v.y,
                     -u.x * v.z + u.z * v.x,
                     u.x * v.y - u.y * v.x );
 }
 
 // Vector dot product
-inline float operator*(Vector u, Vector v)
+inline float operator*(Vector u, Vector v)
 {
     return (u.x * v.x + u.y * v.y + u.z * v.z);
 }
 
-inline Vector operator*(float s, Vector u)
+inline Vector operator*(float s, Vector u)
 {
     return Vector(u.x * s, u.y * s, u.z * s);
 }
 
-inline Vector operator*(Vector u, float s)
+inline Vector operator*(Vector u, float s)
 {
     return Vector(u.x * s, u.y * s, u.z * s);
 }
 
-inline Vector operator/(Vector u, float s)
+inline Vector operator/(Vector u, float s)
 {
     return Vector(u.x / s, u.y / s, u.z / s);
 }
 
 // triple scalar product (u dot (v cross w))
-inline float TripleScalarProduct(Vector u, Vector v, Vector w)
+inline float TripleScalarProduct(Vector u, Vector v, Vector w)
 {
-    return float(      (u.x * (v.y * w.z - v.z * w.y)) +
+    return float(   (u.x * (v.y * w.z - v.z * w.y)) +
                     (u.y * (-v.x * w.z + v.z * w.x)) +
                     (u.z * (v.x * w.y - v.y * w.x)) );
     //return u*(v^w);
@@ -246,16 +246,16 @@ class Matrix3x3
 {
 public:
     // elements eij: i -> row, j -> column
-    float      e11, e12, e13, e21, e22, e23, e31, e32, e33;
+    float e11, e12, e13, e21, e22, e23, e31, e32, e33;
 
     Matrix3x3(void);
-    Matrix3x3( float r1c1, float r1c2, float r1c3,
+    Matrix3x3(  float r1c1, float r1c2, float r1c3,
                 float r2c1, float r2c2, float r2c3,
                 float r3c1, float r3c2, float r3c3 );
 
-    float      det(void);
-    Matrix3x3  Transpose(void);
-    Matrix3x3  Inverse(void);
+    float det(void);
+    Matrix3x3 Transpose(void);
+    Matrix3x3 Inverse(void);
 
     Matrix3x3& operator+=(Matrix3x3 m);
     Matrix3x3& operator-=(Matrix3x3 m);
@@ -263,20 +263,20 @@ public:
     Matrix3x3& operator/=(float s);
 };
 
-inline Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2);
-inline Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2);
-inline Matrix3x3 operator/(Matrix3x3 m, float s);
-inline Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2);
-inline Matrix3x3 operator*(Matrix3x3 m, float s);
-inline Matrix3x3 operator*(float s, Matrix3x3 m);
-inline Vector operator*(Matrix3x3 m, Vector u);
-inline Vector operator*(Vector u, Matrix3x3 m);
+inline Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2);
+inline Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2);
+inline Matrix3x3 operator/(Matrix3x3 m, float s);
+inline Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2);
+inline Matrix3x3 operator*(Matrix3x3 m, float s);
+inline Matrix3x3 operator*(float s, Matrix3x3 m);
+inline Vector operator*(Matrix3x3 m, Vector u);
+inline Vector operator*(Vector u, Matrix3x3 m);
 
 
 
 
 
-inline Matrix3x3::Matrix3x3(void)
+inline Matrix3x3::Matrix3x3(void)
 {
     e11 = 0;
     e12 = 0;
@@ -289,7 +289,7 @@ inline      Matrix3x3::Matrix3x3(void)
     e33 = 0;
 }
 
-inline Matrix3x3::Matrix3x3(   float r1c1, float r1c2, float r1c3,
+inline Matrix3x3::Matrix3x3(    float r1c1, float r1c2, float r1c3,
                                 float r2c1, float r2c2, float r2c3,
                                 float r3c1, float r3c2, float r3c3 )
 {
@@ -304,9 +304,9 @@ inline      Matrix3x3::Matrix3x3(   float r1c1, float r1c2, float r1c3,
     e33 = r3c3;
 }
 
-inline float   Matrix3x3::det(void)
+inline float Matrix3x3::det(void)
 {
-    return     e11 * e22 * e33 -
+    return  e11 * e22 * e33 -
             e11 * e32 * e23 +
             e21 * e32 * e13 -
             e21 * e12 * e33 +
@@ -314,14 +314,14 @@ inline    float   Matrix3x3::det(void)
             e31 * e22 * e13;
 }
 
-inline Matrix3x3       Matrix3x3::Transpose(void)
+inline Matrix3x3 Matrix3x3::Transpose(void)
 {
     return Matrix3x3(e11, e21, e31, e12, e22, e32, e13, e23, e33);
 }
 
-inline Matrix3x3       Matrix3x3::Inverse(void)
+inline Matrix3x3 Matrix3x3::Inverse(void)
 {
-    float      d = e11 * e22 * e33 -
+    float d =   e11 * e22 * e33 -
                 e11 * e32 * e23 +
                 e21 * e32 * e13 -
                 e21 * e12 * e33 +
@@ -331,7 +331,7 @@ inline      Matrix3x3       Matrix3x3::Inverse(void)
     if (d == 0)
         d = 1;
 
-    return     Matrix3x3(      (e22 * e33 - e23 * e32) / d,
+    return Matrix3x3(   (e22 * e33 - e23 * e32) / d,
                         -(e12 * e33 - e13 * e32) / d,
                         (e12 * e23 - e13 * e22) / d,
                         -(e21 * e33 - e23 * e31) / d,
@@ -342,7 +342,7 @@ inline      Matrix3x3       Matrix3x3::Inverse(void)
                         (e11 * e22 - e12 * e21) / d );
 }
 
-inline Matrix3x3& Matrix3x3::operator+=(Matrix3x3 m)
+inline Matrix3x3& Matrix3x3::operator+=(Matrix3x3 m)
 {
     e11 += m.e11;
     e12 += m.e12;
@@ -356,7 +356,7 @@ inline      Matrix3x3& Matrix3x3::operator+=(Matrix3x3 m)
     return *this;
 }
 
-inline Matrix3x3& Matrix3x3::operator-=(Matrix3x3 m)
+inline Matrix3x3& Matrix3x3::operator-=(Matrix3x3 m)
 {
     e11 -= m.e11;
     e12 -= m.e12;
@@ -370,7 +370,7 @@ inline      Matrix3x3& Matrix3x3::operator-=(Matrix3x3 m)
     return *this;
 }
 
-inline Matrix3x3& Matrix3x3::operator*=(float s)
+inline Matrix3x3& Matrix3x3::operator*=(float s)
 {
     e11 *= s;
     e12 *= s;
@@ -384,7 +384,7 @@ inline      Matrix3x3& Matrix3x3::operator*=(float s)
     return *this;
 }
 
-inline Matrix3x3& Matrix3x3::operator/=(float s)
+inline Matrix3x3& Matrix3x3::operator/=(float s)
 {
     e11 /= s;
     e12 /= s;
@@ -398,9 +398,9 @@ inline      Matrix3x3& Matrix3x3::operator/=(float s)
     return *this;
 }
 
-inline Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2)
+inline Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2)
 {
-    return     Matrix3x3(      m1.e11 + m2.e11,
+    return Matrix3x3(   m1.e11 + m2.e11,
                         m1.e12 + m2.e12,
                         m1.e13 + m2.e13,
                         m1.e21 + m2.e21,
@@ -411,9 +411,9 @@ inline      Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2)
                         m1.e33 + m2.e33);
 }
 
-inline Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2)
+inline Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2)
 {
-    return     Matrix3x3(      m1.e11 - m2.e11,
+    return Matrix3x3(   m1.e11 - m2.e11,
                         m1.e12 - m2.e12,
                         m1.e13 - m2.e13,
                         m1.e21 - m2.e21,
@@ -424,9 +424,9 @@ inline      Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2)
                         m1.e33 - m2.e33);
 }
 
-inline Matrix3x3 operator/(Matrix3x3 m, float s)
+inline Matrix3x3 operator/(Matrix3x3 m, float s)
 {
-    return     Matrix3x3(      m.e11 / s,
+    return Matrix3x3(   m.e11 / s,
                         m.e12 / s,
                         m.e13 / s,
                         m.e21 / s,
@@ -437,9 +437,9 @@ inline      Matrix3x3 operator/(Matrix3x3 m, float s)
                         m.e33 / s);
 }
 
-inline Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2)
+inline Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2)
 {
-    return Matrix3x3(  m1.e11 * m2.e11 + m1.e12 * m2.e21 + m1.e13 * m2.e31,
+    return Matrix3x3(   m1.e11 * m2.e11 + m1.e12 * m2.e21 + m1.e13 * m2.e31,
                         m1.e11 * m2.e12 + m1.e12 * m2.e22 + m1.e13 * m2.e32,
                         m1.e11 * m2.e13 + m1.e12 * m2.e23 + m1.e13 * m2.e33,
                         m1.e21 * m2.e11 + m1.e22 * m2.e21 + m1.e23 * m2.e31,
@@ -450,9 +450,9 @@ inline      Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2)
                         m1.e31 * m2.e13 + m1.e32 * m2.e23 + m1.e33 * m2.e33 );
 }
 
-inline Matrix3x3 operator*(Matrix3x3 m, float s)
+inline Matrix3x3 operator*(Matrix3x3 m, float s)
 {
-    return     Matrix3x3(      m.e11 * s,
+    return Matrix3x3(   m.e11 * s,
                         m.e12 * s,
                         m.e13 * s,
                         m.e21 * s,
@@ -463,9 +463,9 @@ inline      Matrix3x3 operator*(Matrix3x3 m, float s)
                         m.e33 * s);
 }
 
-inline Matrix3x3 operator*(float s, Matrix3x3 m)
+inline Matrix3x3 operator*(float s, Matrix3x3 m)
 {
-    return     Matrix3x3(      m.e11 * s,
+    return Matrix3x3(   m.e11 * s,
                         m.e12 * s,
                         m.e13 * s,
                         m.e21 * s,
@@ -476,16 +476,16 @@ inline    Matrix3x3 operator*(float s, Matrix3x3 m)
                         m.e33 * s);
 }
 
-inline Vector operator*(Matrix3x3 m, Vector u)
+inline Vector operator*(Matrix3x3 m, Vector u)
 {
-    return Vector(     m.e11 * u.x + m.e12 * u.y + m.e13 * u.z,
+    return Vector(  m.e11 * u.x + m.e12 * u.y + m.e13 * u.z,
                     m.e21 * u.x + m.e22 * u.y + m.e23 * u.z,
                     m.e31 * u.x + m.e32 * u.y + m.e33 * u.z);
 }
 
-inline Vector operator*(Vector u, Matrix3x3 m)
+inline Vector operator*(Vector u, Matrix3x3 m)
 {
-    return Vector(     u.x * m.e11 + u.y * m.e21 + u.z * m.e31,
+    return Vector(  u.x * m.e11 + u.y * m.e21 + u.z * m.e31,
                     u.x * m.e12 + u.y * m.e22 + u.z * m.e32,
                     u.x * m.e13 + u.y * m.e23 + u.z * m.e33);
 }
@@ -497,41 +497,41 @@ inline    Vector operator*(Vector u, Matrix3x3 m)
 class Quaternion
 {
 public:
-    float      n;      // number (scalar) part
-    Vector     v;      // vector part: v.x, v.y, v.z
+    float n; // number (scalar) part
+    Vector v; // vector part: v.x, v.y, v.z
 
     Quaternion(void);
     Quaternion(float e0, float e1, float e2, float e3);
 
-    float      Magnitude(void);
-    Vector     GetVector(void);
-    float      GetScalar(void);
-    Quaternion operator+=(Quaternion q);
-    Quaternion operator-=(Quaternion q);
+    float Magnitude(void);
+    Vector GetVector(void);
+    float GetScalar(void);
+    Quaternion operator+=(Quaternion q);
+    Quaternion operator-=(Quaternion q);
     Quaternion operator*=(float s);
     Quaternion operator/=(float s);
-    Quaternion operator~(void) const {
+    Quaternion operator~(void) const {
         return Quaternion(n, -v.x, -v.y, -v.z);
     }
 };
 
-inline Quaternion operator+(Quaternion q1, Quaternion q2);
-inline Quaternion operator-(Quaternion q1, Quaternion q2);
-inline Quaternion operator*(Quaternion q1, Quaternion q2);
-inline Quaternion operator*(Quaternion q, float s);
-inline Quaternion operator*(float s, Quaternion q);
-inline Quaternion operator*(Quaternion q, Vector v);
-inline Quaternion operator*(Vector v, Quaternion q);
-inline Quaternion operator/(Quaternion q, float s);
-inline float QGetAngle(Quaternion q);
-inline Vector QGetAxis(Quaternion q);
-inline Quaternion QRotate(Quaternion q1, Quaternion q2);
-inline Vector  QVRotate(Quaternion q, Vector v);
-inline Quaternion      MakeQFromEulerAngles(float x, float y, float z);
-inline Vector  MakeEulerAnglesFromQ(Quaternion q);
+inline Quaternion operator+(Quaternion q1, Quaternion q2);
+inline Quaternion operator-(Quaternion q1, Quaternion q2);
+inline Quaternion operator*(Quaternion q1, Quaternion q2);
+inline Quaternion operator*(Quaternion q, float s);
+inline Quaternion operator*(float s, Quaternion q);
+inline Quaternion operator*(Quaternion q, Vector v);
+inline Quaternion operator*(Vector v, Quaternion q);
+inline Quaternion operator/(Quaternion q, float s);
+inline float QGetAngle(Quaternion q);
+inline Vector QGetAxis(Quaternion q);
+inline Quaternion QRotate(Quaternion q1, Quaternion q2);
+inline Vector QVRotate(Quaternion q, Vector v);
+inline Quaternion MakeQFromEulerAngles(float x, float y, float z);
+inline Vector MakeEulerAnglesFromQ(Quaternion q);
 
 
-inline Quaternion::Quaternion(void)
+inline Quaternion::Quaternion(void)
 {
     n = 0;
     v.x = 0;
@@ -539,7 +539,7 @@ inline      Quaternion::Quaternion(void)
     v.z = 0;
 }
 
-inline Quaternion::Quaternion(float e0, float e1, float e2, float e3)
+inline Quaternion::Quaternion(float e0, float e1, float e2, float e3)
 {
     n = e0;
     v.x = e1;
@@ -547,22 +547,22 @@ inline    Quaternion::Quaternion(float e0, float e1, float e2, float e3)
     v.z = e3;
 }
 
-inline float   Quaternion::Magnitude(void)
+inline float Quaternion::Magnitude(void)
 {
     return (float) sqrt(n * n + v.x * v.x + v.y * v.y + v.z * v.z);
 }
 
-inline Vector  Quaternion::GetVector(void)
+inline Vector Quaternion::GetVector(void)
 {
     return Vector(v.x, v.y, v.z);
 }
 
-inline float   Quaternion::GetScalar(void)
+inline float Quaternion::GetScalar(void)
 {
     return n;
 }
 
-inline Quaternion      Quaternion::operator+=(Quaternion q)
+inline Quaternion Quaternion::operator+=(Quaternion q)
 {
     n += q.n;
     v.x += q.v.x;
@@ -571,7 +571,7 @@ inline      Quaternion      Quaternion::operator+=(Quaternion q)
     return *this;
 }
 
-inline Quaternion      Quaternion::operator-=(Quaternion q)
+inline Quaternion Quaternion::operator-=(Quaternion q)
 {
     n -= q.n;
     v.x -= q.v.x;
@@ -580,7 +580,7 @@ inline      Quaternion      Quaternion::operator-=(Quaternion q)
     return *this;
 }
 
-inline Quaternion Quaternion::operator*=(float s)
+inline Quaternion Quaternion::operator*=(float s)
 {
     n *= s;
     v.x *= s;
@@ -589,7 +589,7 @@ inline      Quaternion Quaternion::operator*=(float s)
     return *this;
 }
 
-inline Quaternion Quaternion::operator/=(float s)
+inline Quaternion Quaternion::operator/=(float s)
 {
     n /= s;
     v.x /= s;
@@ -598,72 +598,72 @@ inline    Quaternion Quaternion::operator/=(float s)
     return *this;
 }
 
-/*inline       Quaternion      Quaternion::operator~()
+/*inline Quaternion Quaternion::operator~()
 {
 return Quaternion(n, -v.x, -v.y, -v.z);
 }*/
 
-inline Quaternion operator+(Quaternion q1, Quaternion q2)
+inline Quaternion operator+(Quaternion q1, Quaternion q2)
 {
-    return     Quaternion(     q1.n + q2.n,
+    return Quaternion(  q1.n + q2.n,
                         q1.v.x + q2.v.x,
                         q1.v.y + q2.v.y,
                         q1.v.z + q2.v.z);
 }
 
-inline Quaternion operator-(Quaternion q1, Quaternion q2)
+inline Quaternion operator-(Quaternion q1, Quaternion q2)
 {
-    return     Quaternion(     q1.n - q2.n,
+    return Quaternion(  q1.n - q2.n,
                         q1.v.x - q2.v.x,
                         q1.v.y - q2.v.y,
                         q1.v.z - q2.v.z);
 }
 
-inline Quaternion operator*(Quaternion q1, Quaternion q2)
+inline Quaternion operator*(Quaternion q1, Quaternion q2)
 {
-    return     Quaternion(     q1.n * q2.n - q1.v.x * q2.v.x - q1.v.y * q2.v.y - q1.v.z * q2.v.z,
+    return Quaternion(  q1.n * q2.n - q1.v.x * q2.v.x - q1.v.y * q2.v.y - q1.v.z * q2.v.z,
                         q1.n * q2.v.x + q1.v.x * q2.n + q1.v.y * q2.v.z - q1.v.z * q2.v.y,
                         q1.n * q2.v.y + q1.v.y * q2.n + q1.v.z * q2.v.x - q1.v.x * q2.v.z,
                         q1.n * q2.v.z + q1.v.z * q2.n + q1.v.x * q2.v.y - q1.v.y * q2.v.x);
 }
 
-inline Quaternion operator*(Quaternion q, float s)
+inline Quaternion operator*(Quaternion q, float s)
 {
-    return     Quaternion(q.n * s, q.v.x * s, q.v.y * s, q.v.z * s);
+    return Quaternion(q.n * s, q.v.x * s, q.v.y * s, q.v.z * s);
 }
 
-inline Quaternion operator*(float s, Quaternion q)
+inline Quaternion operator*(float s, Quaternion q)
 {
-    return     Quaternion(q.n * s, q.v.x * s, q.v.y * s, q.v.z * s);
+    return Quaternion(q.n * s, q.v.x * s, q.v.y * s, q.v.z * s);
 }
 
-inline Quaternion operator*(Quaternion q, Vector v)
+inline Quaternion operator*(Quaternion q, Vector v)
 {
-    return     Quaternion(     -(q.v.x * v.x + q.v.y * v.y + q.v.z * v.z),
+    return Quaternion(  -(q.v.x * v.x + q.v.y * v.y + q.v.z * v.z),
                         q.n * v.x + q.v.y * v.z - q.v.z * v.y,
                         q.n * v.y + q.v.z * v.x - q.v.x * v.z,
                         q.n * v.z + q.v.x * v.y - q.v.y * v.x);
 }
 
-inline Quaternion operator*(Vector v, Quaternion q)
+inline Quaternion operator*(Vector v, Quaternion q)
 {
-    return     Quaternion(     -(q.v.x * v.x + q.v.y * v.y + q.v.z * v.z),
+    return Quaternion(  -(q.v.x * v.x + q.v.y * v.y + q.v.z * v.z),
                         q.n * v.x + q.v.z * v.y - q.v.y * v.z,
                         q.n * v.y + q.v.x * v.z - q.v.z * v.x,
                         q.n * v.z + q.v.y * v.x - q.v.x * v.y);
 }
 
-inline Quaternion operator/(Quaternion q, float s)
+inline Quaternion operator/(Quaternion q, float s)
 {
-    return     Quaternion(q.n / s, q.v.x / s, q.v.y / s, q.v.z / s);
+    return Quaternion(q.n / s, q.v.x / s, q.v.y / s, q.v.z / s);
 }
 
-inline float QGetAngle(Quaternion q)
+inline float QGetAngle(Quaternion q)
 {
-    return     (float) (2 * acosf(q.n));
+    return (float) (2 * acosf(q.n));
 }
 
-inline Vector QGetAxis(Quaternion q)
+inline Vector QGetAxis(Quaternion q)
 {
     Vector v;
     float m;
@@ -677,30 +677,30 @@ inline    Vector QGetAxis(Quaternion q)
         return v / m;
 }
 
-inline Quaternion QRotate(Quaternion q1, Quaternion q2)
+inline Quaternion QRotate(Quaternion q1, Quaternion q2)
 {
-    return     q1 * q2 * (~q1);
+    return q1 * q2 * (~q1);
 }
 
-inline Vector  QVRotate(Quaternion q, Vector v)
+inline Vector QVRotate(Quaternion q, Vector v)
 {
     Quaternion t;
 
 
     t = q * v * (~q);
 
-    return     t.GetVector();
+    return t.GetVector();
 }
 
-inline Quaternion      MakeQFromEulerAngles(float x, float y, float z)
+inline Quaternion MakeQFromEulerAngles(float x, float y, float z)
 {
-    Quaternion q;
-    double     roll = DegreesToRadians(x);
-    double     pitch = DegreesToRadians(y);
-    double     yaw = DegreesToRadians(z);
+    Quaternion q;
+    double roll = DegreesToRadians(x);
+    double pitch = DegreesToRadians(y);
+    double yaw = DegreesToRadians(z);
 
-    double     cyaw, cpitch, croll, syaw, spitch, sroll;
-    double     cyawcpitch, syawspitch, cyawspitch, syawcpitch;
+    double cyaw, cpitch, croll, syaw, spitch, sroll;
+    double cyawcpitch, syawspitch, cyawspitch, syawcpitch;
 
     cyaw = cos(0.5f * yaw);
     cpitch = cos(0.5f * pitch);
@@ -722,12 +722,12 @@ inline    Quaternion      MakeQFromEulerAngles(float x, float y, float z)
     return q;
 }
 
-inline Vector  MakeEulerAnglesFromQ(Quaternion q)
+inline Vector MakeEulerAnglesFromQ(Quaternion q)
 {
-    double     r11, r21, r31, r32, r33;
-    double     q00, q11, q22, q33;
-    double     tmp;
-    Vector     u;
+    double r11, r21, r31, r32, r33;
+    double q00, q11, q22, q33;
+    double tmp;
+    Vector u;
 
     q00 = q.n * q.n;
     q11 = q.v.x * q.v.x;
@@ -752,7 +752,7 @@ inline      Vector  MakeEulerAnglesFromQ(Quaternion q)
     }
 
     u.x = RadiansToDegrees((float) atan2(r32, r33)); // roll
-    u.y = RadiansToDegrees((float) asinf(-r31));                // pitch
+    u.y = RadiansToDegrees((float) asinf(-r31));     // pitch
     u.z = RadiansToDegrees((float) atan2(r21, r11)); // yaw
     return u;
 
index 4e96bc70f6873e88d044573ec34731395ce11378..29f82d7f8a7aac5a3eb959d563461c3eb0d37fae 100644 (file)
@@ -255,7 +255,7 @@ inline float fast_sqrt (register float arg)
         return 0.0;
 
     asm {
-        frsqrte                result, arg                     // Calculate Square root
+        frsqrte     result, arg         // Calculate Square root
     }
 
     // Newton Rhapson iterations.
index c8207a0ea8066f9b8c8689c475cc3bba1b34c4db..90f854121197aa3c04b99c87e958abc131d3238f 100644 (file)
@@ -1360,24 +1360,24 @@ Skeleton::Skeleton()
     selected = 0;
 
     memset(forwardjoints, 0, sizeof(forwardjoints));
-    //         XYZ forward;
+    // XYZ forward;
 
     id = 0;
 
     memset(lowforwardjoints, 0, sizeof(lowforwardjoints));
-    //         XYZ lowforward;
+    // XYZ lowforward;
 
-    //         XYZ specialforward[5];
+    // XYZ specialforward[5];
     memset(jointlabels, 0, sizeof(jointlabels));
 
-    //         Model model[7];
-    //         Model modellow;
-    //         Model modelclothes;
+    // Model model[7];
+    // Model modellow;
+    // Model modelclothes;
     num_models = 0;
 
-    //         Model drawmodel;
-    //         Model drawmodellow;
-    //         Model drawmodelclothes;
+    // Model drawmodel;
+    // Model drawmodellow;
+    // Model drawmodelclothes;
 
     clothes = 0;
     spinny = 0;
index cb9505e61f6590ec896a631a463f05033c07fc79..b20f7280e02dd94ba2a9a0bb7c542e97e73f2e57 100644 (file)
@@ -30,9 +30,8 @@ extern float skyboxr;
 extern float skyboxg;
 extern float skyboxb;
 
-void
-SkyBox::load (const char *ffront, const char *fleft, const char *fback,
-              const char *fright, const char *fup,   const char *fdown)
+void SkyBox::load (const char *ffront, const char *fleft, const char *fback,
+                   const char *fright, const char *fup,   const char *fdown)
 {
     front.load(ffront, true, false);
     left.load(fleft, true, false);
@@ -42,7 +41,7 @@ SkyBox::load (const char *ffront, const char *fleft, const char *fback,
     down.load(fdown, true, false);
 }
 
-void   SkyBox::draw()
+void SkyBox::draw()
 {
     static float size = viewdistance / 4;
     glPushMatrix();
index 174caa6a9d5fb73c74c016409733b7b66893ae87..f40533155c5c0e44638970af79f3a4dd8fd976f5 100644 (file)
@@ -209,7 +209,7 @@ void Sprite::Draw()
         }
         lasttype = sprites[i]->type;
         lastspecial = sprites[i]->special;
-        glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+        glMatrixMode(GL_MODELVIEW);
         glPushMatrix();
         glTranslatef(sprites[i]->position.x, sprites[i]->position.y, sprites[i]->position.z);
         if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite)) {
index fdb2afa006df53a06823d7d993b06fef163fdc8a..c68cfb5c9725c53711311d3633c75be5351bc63b 100644 (file)
@@ -42,16 +42,16 @@ bool upload_image(const unsigned char* filePath, bool hasalpha)
     char fileName[256];
     CopyPascalStringToC( filePath, fileName);
     /*
-       // change extension to .TGA
-       int len = strlen( fileName);
-       if (len > 3)
-       {
-               fileName[ len - 3] = 't';
-               fileName[ len - 2] = 'g';
-               fileName[ len - 1] = 'a';
-       }
+        // change extension to .TGA
+        int len = strlen( fileName);
+        if (len > 3)
+        {
+            fileName[ len - 3] = 't';
+            fileName[ len - 2] = 'g';
+            fileName[ len - 1] = 'a';
+        }
     */
-//     return (LoadTGA( fileName) != NULL);
+//return (LoadTGA( fileName) != NULL);
     return (LoadImage(fileName, texture));
 
 #else
@@ -120,18 +120,18 @@ bool upload_image(const unsigned char* filePath, bool hasalpha)
     DisposeGWorld(gw);
 
     // Loop Through The Image Data
-    GLuint                     imageSize;                                                                      // Used To Store The Image Size When Setting Aside Ram
-    GLuint                     temp;                                                                           // Temporary Variable
-    GLuint                     bytesPerPixel;                                                                          // Temporary Variable
+    GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
+    GLuint temp; // Temporary Variable
+    GLuint bytesPerPixel; // Temporary Variable
     bytesPerPixel = texture.bpp / 8;
     imageSize = texture.sizeX * texture.sizeY * bytesPerPixel;
     //~ int alltrans=10;
 
     for ( GLuint i = 0; i < int( imageSize ); i += 4 ) {
         // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
-        temp = texture.data[i];                                        // Temporarily Store The Value At Image Data 'i'
-        texture.data[i] = texture.data[i + 1]; // Set The 1st Byte To The Value Of The 3rd Byte
-        texture.data[i + 1] = texture.data[i + 2];                             // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
+        temp = texture.data[i]; // Temporarily Store The Value At Image Data 'i'
+        texture.data[i] = texture.data[i + 1]; // Set The 1st Byte To The Value Of The 3rd Byte
+        texture.data[i + 1] = texture.data[i + 2]; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
         texture.data[i + 2] = texture.data[i + 3];
         texture.data[i + 3] = temp;
     }
@@ -141,8 +141,8 @@ bool upload_image(const unsigned char* filePath, bool hasalpha)
     if (!hasalpha) {
         for ( GLuint i = 0; i < int( imageSize ); i += 4 ) {
             texture.data[i + 3] = 255;
-            /*texture.data[tempplace] = texture.data[i];       // Set The 1st Byte To The Value Of The 3rd Byte
-            texture.data[tempplace + 1] = texture.data[i + 1];                         // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
+            /*texture.data[tempplace] = texture.data[i]; // Set The 1st Byte To The Value Of The 3rd Byte
+            texture.data[tempplace + 1] = texture.data[i + 1]; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
             texture.data[tempplace + 2] = texture.data[i + 2];
             tempplace+=3;*/
         }
@@ -159,7 +159,7 @@ bool upload_image(const unsigned char* filePath, bool hasalpha)
                     howmany = 0;
                     for ( GLuint l = 0; l < texdetail * texture.sizeX ; l += texture.sizeX ) {
                         for ( GLuint j = 0; j < texdetail ; j ++ ) {
-                            temp += (int)texture.data[k + i + j * bytesPerPixel + l * bytesPerPixel + b];      // Set The 1st Byte To The Value Of The 3rd Byte
+                            temp += (int)texture.data[k + i + j * bytesPerPixel + l * bytesPerPixel + b]; // Set The 1st Byte To The Value Of The 3rd Byte
                             howmany++;
                         }
                     }
index f3b6af7a90a05856b03a99f9be6c6168f49862c7..16e46a258072fc8e6ec04e907a8b6ef233a95951 100644 (file)
@@ -19,8 +19,8 @@ along with this program; if not, write to the Free Software
 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 
-#ifndef        _TGA_LOADER_H_
-#define        _TGA_LOADER_H_
+#ifndef _TGA_LOADER_H_
+#define _TGA_LOADER_H_
 
 #ifdef _MSC_VER
 #pragma once
@@ -39,7 +39,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "GL/gl.h"
 #else
 #include "gamegl.h"
-//     #include "MoreFilesX.h"
+// #include "MoreFilesX.h"
 #endif
 
 //#include <stdbool.h>
@@ -47,11 +47,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 /**> DATA STRUCTURES <**/
 typedef struct TGAImageRec {
-    GLubyte    *data;          // Image Data (Up To 32 Bits)
-    GLuint     bpp;            // Image Color Depth In Bits Per Pixel.
-    GLuint     sizeX;
-    GLuint     sizeY;
-}      TGAImageRec;
+    GLubyte *data; // Image Data (Up To 32 Bits)
+    GLuint bpp; // Image Color Depth In Bits Per Pixel.
+    GLuint sizeX;
+    GLuint sizeY;
+} TGAImageRec;
 
 bool upload_image(const unsigned char* filePath, bool hasalpha);
 
index b09f806296404c569cd3ad88e5ad2488fe81fcfe..9441af070cf06d912c2350d92b9079dfc80fad13 100644 (file)
@@ -404,7 +404,7 @@ void Terrain::UpdateVertexArray(int whichx, int whichy)
 
 bool Terrain::load(const char *fileName)
 {
-    static long                                i, j;
+    static long i, j;
     static long x, y;
     static float patch_size;
 
@@ -548,14 +548,14 @@ bool Terrain::load(const char *fileName)
     for(j=0;j<size;j++){
     total=0;
     todivide=0;
-    if(i!=0){                          total+=opacityother[j][i-1]; todivide++;}
-    if(i!=size-1){                             total+=opacityother[j][i+1]; todivide++;}
-    if(j!=0){                          total+=opacityother[j-1][i]; todivide++;}
-    if(j!=size-1){                             total+=opacityother[j+1][i]; todivide++;}
-    if(i!=0&&j!=0){                    total+=opacityother[j-1][i-1]; todivide++;}
-    if(i!=size-1&&j!=0){               total+=opacityother[j-1][i+1]; todivide++;}
-    if(j!=size-1&&i!=size-1){          total+=opacityother[j+1][i+1]; todivide++;}
-    if(j!=size-1&&i!=0){               total+=opacityother[j+1][i-1]; todivide++;}
+    if(i!=0){total+=opacityother[j][i-1]; todivide++;}
+    if(i!=size-1){total+=opacityother[j][i+1]; todivide++;}
+    if(j!=0){total+=opacityother[j-1][i]; todivide++;}
+    if(j!=size-1){total+=opacityother[j+1][i]; todivide++;}
+    if(i!=0&&j!=0){total+=opacityother[j-1][i-1]; todivide++;}
+    if(i!=size-1&&j!=0){total+=opacityother[j-1][i+1]; todivide++;}
+    if(j!=size-1&&i!=size-1){total+=opacityother[j+1][i+1]; todivide++;}
+    if(j!=size-1&&i!=0){total+=opacityother[j+1][i-1]; todivide++;}
     total+=opacityother[j][i]; todivide++;
 
     opacityother[j][i]=total/(float)todivide;
@@ -1106,7 +1106,7 @@ void Terrain::draw(int layer)
                 if (opacity == 1 && j != subdivision && i != subdivision)
                     if (distance[i + 1][j + 1] > viewdistsquared * fadestart - viewdistsquared)
                         opacity = 0;
-                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+                glMatrixMode(GL_MODELVIEW);
                 glPushMatrix();
                 if (frustum.CubeInFrustum(i * patch_size + patch_size * .5, avgypatch[i][j], j * patch_size + patch_size * .5, heightypatch[i][j] / 2)) {
                     if (environment == desertenvironment && distance[i][j] > viewdistsquared / 4)
@@ -1232,7 +1232,7 @@ void Terrain::drawdecals()
             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
 
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+            glMatrixMode(GL_MODELVIEW);
             glPushMatrix();
             glBegin(GL_TRIANGLES);
             for (int j = 0; j < 3; j++) {
index f9a127be5d84da4b9e31d2f706e398dba1459647..aa4a6f8483821cde911be27d674d111b77ce1eee 100644 (file)
@@ -30,10 +30,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Quaternions.h"
 #include "Texture.h"
 
-#define max_terrain_size                       256
-#define curr_terrain_size                      size
-#define subdivision                            64
-#define max_patch_elements                     (max_terrain_size/subdivision)*(max_terrain_size/subdivision)*54
+#define max_terrain_size        256
+#define curr_terrain_size       size
+#define subdivision             64
+#define max_patch_elements      (max_terrain_size/subdivision)*(max_terrain_size/subdivision)*54
 
 #define allfirst 0
 #define mixed 1
@@ -67,7 +67,7 @@ public:
     Texture bodyprinttexture;
     Texture breaktexture;
     Texture terraintexture;
-    short      size;
+    short size;
 
     int patchobjectnum[subdivision][subdivision];
     int patchobjects[subdivision][subdivision][300];
index 934093aaa7598ca3ed26dabbb20a5b1bb1344855..06ff6cdcfb1efb9f47e814000aa48b83361b7092 100644 (file)
@@ -26,7 +26,7 @@ extern TGAImageRec texture;
 
 void Text::LoadFontTexture(const char *fileName)
 {
-    GLuint             type;
+    GLuint type;
 
     LOGFUNC;
 
@@ -34,32 +34,32 @@ void Text::LoadFontTexture(const char *fileName)
 
     FontTexture.load(fileName, false, false);
     /*
-       //Load Image
-       //LoadTGA( fileName );
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(fileName,fileNamep);
-       //Load Image
-       upload_image( fileNamep ,1);
-
-       //Is it valid?
-       if(1==1){
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               if(!FontTexture)glGenTextures( 1, &FontTexture );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-               glBindTexture( GL_TEXTURE_2D, FontTexture);
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
-               gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
-       }
+        //Load Image
+        //LoadTGA( fileName );
+        unsigned char fileNamep[256];
+        CopyCStringToPascal(fileName,fileNamep);
+        //Load Image
+        upload_image( fileNamep ,1);
+
+        //Is it valid?
+        if(1==1){
+            //Alpha channel?
+            if ( texture.bpp == 24 )
+                type = GL_RGB;
+            else
+                type = GL_RGBA;
+
+            glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+
+            if(!FontTexture)glGenTextures( 1, &FontTexture );
+            glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+            glBindTexture( GL_TEXTURE_2D, FontTexture);
+            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+
+            gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
+        }
     */
     if (base) {
         glDeleteLists(base, 512);
@@ -67,10 +67,10 @@ void Text::LoadFontTexture(const char *fileName)
     }
 }
 
-void Text::BuildFont()                                                         // Build Our Font Display List
+void Text::BuildFont() // Build Our Font Display List
 {
-    float      cx;                                                                                     // Holds Our X Character Coord
-    float      cy;                                                                                     // Holds Our Y Character Coord
+    float cx; // Holds Our X Character Coord
+    float cy; // Holds Our Y Character Coord
     int loop;
 
     LOGFUNC;
@@ -82,91 +82,91 @@ void Text::BuildFont()                                                              // Build Our Font Display List
         //return;
     }
 
-//     base=glGenLists(256);                                                           // Creating 256 Display Lists
-    base = glGenLists(512);                                                            // Creating 256 Display Lists
+//base=glGenLists(256); // Creating 256 Display Lists
+    base = glGenLists(512); // Creating 256 Display Lists
     FontTexture.bind();
-    for (loop = 0; loop < 512; loop++) {                                       // Loop Through All 256 Lists
+    for (loop = 0; loop < 512; loop++) { // Loop Through All 256 Lists
         if (loop < 256) {
-            cx = float(loop % 16) / 16.0f;                                             // X Position Of Current Character
-            cy = float(loop / 16) / 16.0f;                                             // Y Position Of Current Character
+            cx = float(loop % 16) / 16.0f; // X Position Of Current Character
+            cy = float(loop / 16) / 16.0f; // Y Position Of Current Character
         } else {
-            cx = float((loop - 256) % 16) / 16.0f;                                             // X Position Of Current Character
-            cy = float((loop - 256) / 16) / 16.0f;                                             // Y Position Of Current Character
+            cx = float((loop - 256) % 16) / 16.0f; // X Position Of Current Character
+            cy = float((loop - 256) / 16) / 16.0f; // Y Position Of Current Character
         }
-        glNewList(base + loop, GL_COMPILE);                            // Start Building A List
-        glBegin(GL_QUADS);                                                     // Use A Quad For Each Character
-        glTexCoord2f(cx, 1 - cy - 0.0625f + .001);                     // Texture Coord (Bottom Left)
-        glVertex2i(0, 0);                                              // Vertex Coord (Bottom Left)
-        glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001);   // Texture Coord (Bottom Right)
-        glVertex2i(16, 0);                                             // Vertex Coord (Bottom Right)
-        glTexCoord2f(cx + 0.0625f, 1 - cy - .001);                     // Texture Coord (Top Right)
-        glVertex2i(16, 16);                                            // Vertex Coord (Top Right)
-        glTexCoord2f(cx, 1 - cy - +.001);                                      // Texture Coord (Top Left)
-        glVertex2i(0, 16);                                             // Vertex Coord (Top Left)
-        glEnd();                                                                       // Done Building Our Quad (Character)
+        glNewList(base + loop, GL_COMPILE); // Start Building A List
+        glBegin(GL_QUADS); // Use A Quad For Each Character
+        glTexCoord2f(cx, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Left)
+        glVertex2i(0, 0); // Vertex Coord (Bottom Left)
+        glTexCoord2f(cx + 0.0625f, 1 - cy - 0.0625f + .001); // Texture Coord (Bottom Right)
+        glVertex2i(16, 0); // Vertex Coord (Bottom Right)
+        glTexCoord2f(cx + 0.0625f, 1 - cy - .001); // Texture Coord (Top Right)
+        glVertex2i(16, 16); // Vertex Coord (Top Right)
+        glTexCoord2f(cx, 1 - cy - +.001); // Texture Coord (Top Left)
+        glVertex2i(0, 16); // Vertex Coord (Top Left)
+        glEnd(); // Done Building Our Quad (Character)
         if (loop < 256)
-            glTranslated(10, 0, 0);                                            // Move To The Right Of The Character
+            glTranslated(10, 0, 0); // Move To The Right Of The Character
         else
-            glTranslated(8, 0, 0);                                             // Move To The Right Of The Character
-        glEndList();                                                                   // Done Building The Display List
-    }                                                                                                  // Loop Until All 256 Are Built
+            glTranslated(8, 0, 0); // Move To The Right Of The Character
+        glEndList(); // Done Building The Display List
+    } // Loop Until All 256 Are Built
 }
 
-void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height)       // Where The Printing Happens
+void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
 {
     glPrint(x, y, string, set, size, width, height, 0, strlen(string));
 }
 
-void Text::_glPrint(float x, float y, const char *string, int set, float size, float width, float height, int start, int end, int offset)      // Where The Printing Happens
+void Text::_glPrint(float x, float y, const char *string, int set, float size, float width, float height, int start, int end, int offset) // Where The Printing Happens
 {
     if (set > 1) {
         set = 1;
     }
     glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
     FontTexture.bind();
-    glDisable(GL_DEPTH_TEST);                                                  // Disables Depth Testing
+    glDisable(GL_DEPTH_TEST);
     glDisable(GL_LIGHTING);
     glEnable(GL_BLEND);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPushMatrix();                                                                            // Store The Projection Matrix
-    glLoadIdentity();                                                                  // Reset The Projection Matrix
-    glOrtho(0, width, 0, height, -100, 100);                                           // Set Up An Ortho Screen
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPushMatrix();                                                                            // Store The Modelview Matrix
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    glOrtho(0, width, 0, height, -100, 100);
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
     glLoadIdentity();
-    glTranslated(x, y, 0);                                                             // Position The Text (0,0 - Bottom Left)
-    glScalef(size, size, 1);                                                                   // Reset The Modelview Matrix
-    glListBase(base - 32 + (128 * set) + offset);                                              // Choose The Font Set (0 or 1)
-    glCallLists(end - start, GL_BYTE, &string[start]);                 // Write The Text To The Screen
-    glMatrixMode(GL_PROJECTION);                                               // Select The Projection Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
-    glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
-    glPopMatrix();                                                                             // Restore The Old Projection Matrix
-    glEnable(GL_DEPTH_TEST);                                                   // Enables Depth Testing
+    glTranslated(x, y, 0);
+    glScalef(size, size, 1);
+    glListBase(base - 32 + (128 * set) + offset); // Choose The Font Set (0 or 1)
+    glCallLists(end - start, GL_BYTE, &string[start]); // Write The Text To The Screen
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
+    glEnable(GL_DEPTH_TEST);
     glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
 }
 
-void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height, int start, int end)   // Where The Printing Happens
+void Text::glPrint(float x, float y, const char *string, int set, float size, float width, float height, int start, int end) // Where The Printing Happens
 {
     _glPrint(x, y, string, set, size, width, height, start, end, 0);
 }
 
-void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height)        // Where The Printing Happens
+void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
 {
     glPrintOutline(x, y, string, set, size, width, height, 0, strlen(string));
 }
 
-void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height, int start, int end)    // Where The Printing Happens
+void Text::glPrintOutline(float x, float y, const char *string, int set, float size, float width, float height, int start, int end) // Where The Printing Happens
 {
     _glPrint(x, y, string, set, size, width, height, start, end, 256);
 }
-void Text::glPrintOutlined(float x, float y, const char *string, int set, float size, float width, float height)       // Where The Printing Happens
+void Text::glPrintOutlined(float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
 {
     glPrintOutlined(1, 1, 1, x, y, string, set, size, width, height);
 }
 
-void Text::glPrintOutlined(float r, float g, float b, float x, float y, const char *string, int set, float size, float width, float height)    // Where The Printing Happens
+void Text::glPrintOutlined(float r, float g, float b, float x, float y, const char *string, int set, float size, float width, float height) // Where The Printing Happens
 {
     glColor4f(0, 0, 0, 1);
     glPrintOutline( x - 2 * size,  y - 2 * size, string,  set,  size * 2.5 / 2,  width,  height);
index 1784f3327e5e8490e8fec413ccb8f83008a8f677..6649643b2777988d159d9326fd42d0c7ffc95add 100644 (file)
@@ -221,8 +221,8 @@ void Weapon::DoStuff(int i)
                         distsq(&position, &player[j].coords) < 4 && player[j].weaponstuck == -1 &&
                         !player[j].skeleton.free && j != oldowner) {
                     if ((player[j].aitype != attacktypecutoff || abs(Random() % 6) == 0 || (player[j].animTarget != backhandspringanim && player[j].animTarget != rollanim && player[j].animTarget != flipanim && Random() % 2 == 0)) && !missed) {
-                        if ( (player[j].creature == wolftype   &&      Random() % 3 != 0 && player[j].weaponactive == -1 && (player[j].isIdle() || player[j].isRun() || player[j].animTarget == walkanim)) ||
-                                (player[j].creature == rabbittype      &&      Random() % 2 == 0 && player[j].aitype == attacktypecutoff && player[j].weaponactive == -1)) {
+                        if ( (player[j].creature == wolftype && Random() % 3 != 0 && player[j].weaponactive == -1 && (player[j].isIdle() || player[j].isRun() || player[j].animTarget == walkanim)) ||
+                                (player[j].creature == rabbittype && Random() % 2 == 0 && player[j].aitype == attacktypecutoff && player[j].weaponactive == -1)) {
                             emit_sound_at(knifedrawsound, player[j].coords, 128.);
 
                             player[j].weaponactive = 0;
@@ -301,7 +301,7 @@ void Weapon::DoStuff(int i)
                 terrain.MakeDecal(shadowdecalpermanent, position, .06, .5, 0);
                 normalrot = terrain.getNormal(position.x, position.z) * -1;
                 velocity = 0;
-                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+                glMatrixMode(GL_MODELVIEW);
                 glPushMatrix();
                 GLfloat M[16];
                 glLoadIdentity();
@@ -948,15 +948,15 @@ void Weapon::Draw()
             if (player[owner].occluded < 25)
                 if ((frustum.SphereInFrustum(player[owner].coords.x, player[owner].coords.y + player[owner].scale * 3, player[owner].coords.z, player[owner].scale * 8) && distsq(&viewer, &player[owner].coords) < viewdistance * viewdistance) || player[owner].skeleton.free == 3)
                     draw = true;
-            if (
+            if (
                 (player[owner].animTarget == knifeslashstartanim ||
                  player[owner].animTarget == swordsneakattackanim ||
-                 (player[owner].animCurrent == staffhitanim    &&                              player[owner].frameCurrent > 1) ||
-                 (player[owner].animCurrent == staffhitreversedanim    &&              player[owner].frameCurrent > 1) ||
-                 (player[owner].animCurrent == staffspinhitanim        &&                      player[owner].frameCurrent > 1) ||
-                 (player[owner].animCurrent == staffspinhitreversedanim        &&      player[owner].frameCurrent > 1) ||
-                 (player[owner].animCurrent == staffgroundsmashanim    &&              player[owner].frameCurrent > 1) ||
-                 (player[owner].animTarget == swordslashanim   &&                              player[owner].frameTarget < 7) ||
+                 (player[owner].animCurrent == staffhitanim && player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffhitreversedanim && player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffspinhitanim && player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffspinhitreversedanim && player[owner].frameCurrent > 1) ||
+                 (player[owner].animCurrent == staffgroundsmashanim && player[owner].frameCurrent > 1) ||
+                 (player[owner].animTarget == swordslashanim && player[owner].frameTarget < 7) ||
                  player[owner].animTarget == crouchstabanim ||
                  player[owner].animTarget == swordslashreversalanim ||
                  player[owner].animTarget == swordslashreversedanim ||
@@ -987,7 +987,7 @@ void Weapon::Draw()
                 glAlphaFunc(GL_GREATER, 0.01);
             }
             for (int j = drawhowmany; j > 0; j--) {
-                glMatrixMode(GL_MODELVIEW);                                                    // Select The Modelview Matrix
+                glMatrixMode(GL_MODELVIEW);
                 glPushMatrix();
                 glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, j / drawhowmany);
                 if (owner == -1)
@@ -1056,7 +1056,7 @@ void Weapon::Draw()
                 lastdrawnanim = player[owner].animCurrent;
         }
         if (owner != -1) {
-            glMatrixMode(GL_MODELVIEW);                                                        // Select The Modelview Matrix
+            glMatrixMode(GL_MODELVIEW);
             glPushMatrix();
             glLoadIdentity();
             glTranslatef(position.x, position.y - .02, position.z);
index 3c5e3252dc72934bb3c1eebccd3989ba1a569157..65ecaac8e0dbdb4ede3a408bc442b5d6ba744679 100644 (file)
@@ -36,7 +36,7 @@ public:
         QueryPerformanceFrequency( (LARGE_INTEGER*)&counterRate);
         QueryPerformanceCounter( (LARGE_INTEGER*)&baseCounter);
     }
-    __int64 counterRate;               // LARGE_INTEGER type has no math functions so use int64
+    __int64 counterRate; // LARGE_INTEGER type has no math functions so use int64
     __int64 baseCounter;
 };
 static AppTime g_appTime;
index de92c5f7180534c0cab82776ddcd9b26f27757f2..31dd352d12598aa1fc7239c0668fb692001ec6bb 100644 (file)
@@ -63,7 +63,7 @@ typedef struct AbsoluteTime {
     unsigned long   lo;
 } AbsoluteTime;
 
-AbsoluteTime UpTime();         // NOTE: returns time since app started, not system start
+AbsoluteTime UpTime(); // NOTE: returns time since app started, not system start
 
 typedef long Duration;
 
@@ -84,8 +84,8 @@ Duration AbsoluteDeltaToDuration( AbsoluteTime& a, AbsoluteTime& b);
 /*
 inline bool isnormal( double x)
 {
-       int ret = _fpclass( x);
-       return (ret == _FPCLASS_NN || ret == _FPCLASS_PN);
+    int ret = _fpclass( x);
+    return (ret == _FPCLASS_NN || ret == _FPCLASS_PN);
 }
 */
 
index c67ad584862125a51a53d5c92e8989d7d1246678..b555db780953fe61aa91a6d3dd96116362e7f4e0 100644 (file)
@@ -75,9 +75,9 @@ extern "C" {
 #else
     typedef unsigned char      uint8_t;
     typedef unsigned short     uint16_t;
-    typedef unsigned long       uint32_t;
+    typedef unsigned long      uint32_t;
 #ifdef WIN32
-    typedef unsigned __int64   uint64_t;
+    typedef unsigned __int64   uint64_t;
 #else
     typedef unsigned long long uint64_t;
 #endif
index 0c40c671123cf7b8de9928428f16c6c33dd43ae9..f2458c6c07e930d7d64f830112b1b2a5b80a535a 100644 (file)
@@ -49,7 +49,7 @@ typedef unsigned char      uint8_t;
 typedef unsigned short     uint16_t;
 typedef unsigned long      uint32_t;
 #ifdef WIN32
-typedef unsigned __int64       uint64_t;
+typedef unsigned __int64   uint64_t;
 #else
 typedef unsigned long long uint64_t;
 #endif