ALL: Remove trailing whitespaces
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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3853e76202
commit
88913c0139
314 changed files with 1761 additions and 1761 deletions
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@ -91,7 +91,7 @@ void MadsAnimation::initialize(const Common::String &filename, uint16 flags, M4S
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_scrollY = animStream->readSint16LE();
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_scrollTicks = animStream->readUint16LE();
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animStream->skip(8);
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animStream->read(buffer, FILENAME_SIZE);
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buffer[FILENAME_SIZE] = '\0';
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_interfaceFile = Common::String(buffer);
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@ -230,7 +230,7 @@ void MadsAnimation::initialize(const Common::String &filename, uint16 flags, M4S
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// Load all the sprite sets for the animation
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for (int i = 0; i < spriteListCount; ++i) {
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if (_field12 && (i == _spriteListIndex))
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// Skip over field, since it's manually loaded
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// Skip over field, since it's manually loaded
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continue;
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_spriteListIndexes[i] = _view->_spriteSlots.addSprites(_spriteSetNames[i].c_str());
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@ -242,7 +242,7 @@ void MadsAnimation::initialize(const Common::String &filename, uint16 flags, M4S
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if (madsRes)
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resName += "*";
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resName += _spriteSetNames[_spriteListIndex];
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_spriteListIndexes[_spriteListIndex] = _view->_spriteSlots.addSprites(resName.c_str());
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}
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@ -298,7 +298,7 @@ void MadsAnimation::update() {
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if (_field12) {
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int spriteListIndex = _spriteListIndexes[_spriteListIndex];
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int newIndex = -1;
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for (uint idx = _oldFrameEntry; idx < _frameEntries.size(); ++idx) {
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if (_frameEntries[idx].frameNumber > _currentFrame)
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break;
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@ -378,7 +378,7 @@ void MadsAnimation::update() {
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if (_frameEntries[_oldFrameEntry].frameNumber > _currentFrame)
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break;
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else if (_frameEntries[_oldFrameEntry].frameNumber == _currentFrame) {
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// Found the correct frame
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// Found the correct frame
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int spriteSlotIndex = 0;
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int index = 0;
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@ -393,14 +393,14 @@ void MadsAnimation::update() {
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}
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++index;
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continue;
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}
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}
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if (spriteSlotIndex == 0) {
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int slotIndex = _view->_spriteSlots.getIndex();
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MadsSpriteSlot &slot = _view->_spriteSlots[slotIndex];
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slot.copy(_frameEntries[_oldFrameEntry].spriteSlot);
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slot.seqIndex = _frameEntries[_oldFrameEntry].seqIndex + 0x80;
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SpriteAsset &spriteSet = _view->_spriteSlots.getSprite(
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_view->_spriteSlots[slotIndex].spriteListIndex);
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slot.spriteType = spriteSet.isBackground() ? BACKGROUND_SPRITE : FOREGROUND_SPRITE;
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@ -408,7 +408,7 @@ void MadsAnimation::update() {
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break;
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}
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}
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++_oldFrameEntry;
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}
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