Just an indentation fix.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2898 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-11-27 21:30:28 +00:00
parent b8842caf64
commit b54b19c0cd
1 changed files with 18 additions and 32 deletions

View File

@ -2687,16 +2687,13 @@ static void drawDragBox( void )
// this should fix the overlapped reloadbar problem
static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_slot)
{
WEAPON_STATS *psStats;
WEAPON_STATS *psStats;
BOOL bSalvo;
UDWORD firingStage, interval, damLevel;
SDWORD scrX,scrY, scrR, scale;
STRUCTURE *psStruct;
/* ****************/
// display unit resistance instead of reload!
float mulH;
DROID *psDroid;
float mulH; // display unit resistance instead of reload!
DROID *psDroid;
if (ctrlShiftDown() && (psObj->type == OBJ_DROID))
{
@ -2724,8 +2721,6 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
pie_BoxFill(scrX - scrR, 6+scrY + 1 + (weapon_slot * 5), scrX - scrR +firingStage, 6+scrY+2 + (weapon_slot * 5), WZCOL_RELOAD_BAR);
return;
}
/* ******** ********/
if (psWeap->nStat == 0)
{
@ -2735,8 +2730,7 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
psStats = asWeaponStats + psWeap->nStat;
/* Justifiable only when greater than a one second reload
or intra salvo time */
/* Justifiable only when greater than a one second reload or intra salvo time */
bSalvo = FALSE;
if(psStats->numRounds > 1)
{
@ -2746,11 +2740,11 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
(psStats->firePause > GAME_TICKS_PER_SEC) ||
((psObj->type == OBJ_DROID) && vtolDroid((DROID *)psObj)) )
{
if ((psObj->type == OBJ_DROID) &&
vtolDroid((DROID *)psObj))
if (psObj->type == OBJ_DROID && vtolDroid((DROID *)psObj))
{
//deal with VTOLs
firingStage = getNumAttackRuns((DROID *)psObj, weapon_slot) - ((DROID *)psObj)->sMove.iAttackRuns[weapon_slot];
//compare with max value
interval = getNumAttackRuns((DROID *)psObj, weapon_slot);
}
@ -2765,12 +2759,6 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
{
interval = weaponFirePause(psStats, psObj->player);
}
//we haven't calculated the damLevel yet! DOH!
/*if (damLevel < HEAVY_DAMAGE_LEVEL)
{
interval += interval;
}*/
}
scrX = psObj->sDisplay.screenX;
@ -2822,16 +2810,16 @@ static void drawWeaponReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_s
static void drawStructureSelections( void )
{
STRUCTURE *psStruct;
SDWORD scrX,scrY,scrR;
STRUCTURE *psStruct;
SDWORD scrX,scrY,scrR;
PIELIGHT powerCol = WZCOL_BLACK;
UDWORD health,width;
UDWORD scale;
UDWORD i;
BASE_OBJECT *psClickedOn;
BOOL bMouseOverStructure = FALSE;
BOOL bMouseOverOwnStructure = FALSE;
float mulH;
UDWORD health,width;
UDWORD scale;
UDWORD i;
BASE_OBJECT *psClickedOn;
BOOL bMouseOverStructure = FALSE;
BOOL bMouseOverOwnStructure = FALSE;
float mulH;
psClickedOn = mouseTarget();
if(psClickedOn!=NULL && psClickedOn->type == OBJ_STRUCTURE)
@ -2844,6 +2832,7 @@ float mulH;
}
pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
pie_SetFogStatus(FALSE);
/* Go thru' all the buildings */
for(psStruct = apsStructLists[selectedPlayer]; psStruct; psStruct = psStruct->psNext)
{
@ -2856,7 +2845,6 @@ float mulH;
/* If it was clipped - reject it */
&& psStruct->sDisplay.frameNumber == currentGameFrame))
{
//----
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
width = scale*20;
scrX = psStruct->sDisplay.screenX;
@ -2866,8 +2854,8 @@ float mulH;
if (ctrlShiftDown())
{
//show resistance values if CTRL/SHIFT depressed
UDWORD resistance = structureResistance(
psStruct->pStructureType, psStruct->player);
UDWORD resistance = structureResistance(psStruct->pStructureType, psStruct->player);
if (resistance)
{
health = PERCENT(psStruct->resistance, resistance);
@ -2970,7 +2958,6 @@ float mulH;
psStruct = (STRUCTURE*)psClickedOn;
if(psStruct->status==SS_BUILT)
{
//----
scale = MAX(psStruct->pStructureType->baseWidth, psStruct->pStructureType->baseBreadth);
width = scale*20;
scrX = psStruct->sDisplay.screenX;
@ -3261,7 +3248,6 @@ static void drawDroidSelections( void )
if (bReloadBars)
{
//Watermelon:1 reloadbar for each weapon
for(i = 0;i < psDroid->numWeaps;i++)
{
drawWeaponReloadBar((BASE_OBJECT *)psDroid, &psDroid->asWeaps[i], i);