From 69209c38968c6f4066a772e0a51a2928749217de Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Fri, 9 Dec 2011 19:00:23 +0000 Subject: Re-indenting the code to use standard tabs. Yes, I know this is pretty pointless, but who cares? --- Stars45/TerrainHaze.cpp | 72 ++++++++++++++++++++++++------------------------- 1 file changed, 36 insertions(+), 36 deletions(-) (limited to 'Stars45/TerrainHaze.cpp') diff --git a/Stars45/TerrainHaze.cpp b/Stars45/TerrainHaze.cpp index 9f32e68..2733a94 100644 --- a/Stars45/TerrainHaze.cpp +++ b/Stars45/TerrainHaze.cpp @@ -1,14 +1,14 @@ /* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2005. All Rights Reserved. + Destroyer Studios LLC + Copyright © 1997-2005. All Rights Reserved. - SUBSYSTEM: Stars.exe - FILE: TerrainHaze.cpp - AUTHOR: John DiCamillo + SUBSYSTEM: Stars.exe + FILE: TerrainHaze.cpp + AUTHOR: John DiCamillo - OVERVIEW - ======== + OVERVIEW + ======== */ #include "MemDebug.h" @@ -29,7 +29,7 @@ static Bitmap terrain_texture; // +--------------------------------------------------------------------+ TerrainHaze::TerrainHaze() - : tregion(0) +: tregion(0) { } @@ -44,41 +44,41 @@ TerrainHaze::~TerrainHaze() void TerrainHaze::Render(Video* video, DWORD flags) { - if (flags & RENDER_ADDITIVE) - return; + if (flags & RENDER_ADDITIVE) + return; - if (model) { - if (!Luminous()) { - SetLuminous(true); - model->SetDynamic(true); - } + if (model) { + if (!Luminous()) { + SetLuminous(true); + model->SetDynamic(true); + } - Surface* surface = model->GetSurfaces().first(); + Surface* surface = model->GetSurfaces().first(); - if (!surface) return; + if (!surface) return; - int i; - DWORD sky = 0; - DWORD fog = 0; + int i; + DWORD sky = 0; + DWORD fog = 0; - if (tregion) { - sky = tregion->SkyColor().Value(); - fog = tregion->FogColor().Value(); - } + if (tregion) { + sky = tregion->SkyColor().Value(); + fog = tregion->FogColor().Value(); + } - // clear the solid lights to ambient: - VertexSet* vset = surface->GetVertexSet(); + // clear the solid lights to ambient: + VertexSet* vset = surface->GetVertexSet(); - for (i = 0; i < vset->nverts; i++) { - if (vset->loc[i].y > 0) - vset->diffuse[i] = sky; - else - vset->diffuse[i] = fog; - } + for (i = 0; i < vset->nverts; i++) { + if (vset->loc[i].y > 0) + vset->diffuse[i] = sky; + else + vset->diffuse[i] = fog; + } - InvalidateSurfaceData(); - Solid::Render(video, flags); - } + InvalidateSurfaceData(); + Solid::Render(video, flags); + } } // +--------------------------------------------------------------------+ @@ -86,5 +86,5 @@ TerrainHaze::Render(Video* video, DWORD flags) int TerrainHaze::CheckRayIntersection(Point Q, Point w, double len, Point& ipt, bool ttpas) { - return 0; + return 0; } -- cgit v1.1