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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 09:28:15 +03:00
Remove temporary indents from the last commit
In the last commit, I removed having the flip mode conditional directly inside the sprite-drawing code for each size type, which would reduce the indentation one level. However, I opted to hold off un-indenting until this commit, otherwise it would've produced too much noise.
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@@ -1427,7 +1427,6 @@ void Graphics::drawentities()
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if (obj.entities[i].size == 0)
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{
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// Sprites
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// FIXME: Remove temporary indent here
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tpoint.x = obj.entities[i].xp;
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tpoint.y = obj.entities[i].yp;
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setcol(obj.entities[i].colour);
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@@ -1549,7 +1548,6 @@ void Graphics::drawentities()
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}
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else if (obj.entities[i].size == 9) // Really Big Sprite! (2x2)
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{
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// FIXME: Remove temporary indent here
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setcol(obj.entities[i].colour);
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tpoint.x = obj.entities[i].xp;
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@@ -1586,7 +1584,6 @@ void Graphics::drawentities()
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}
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else if (obj.entities[i].size == 10) // 2x1 Sprite
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{
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// FIXME: Remove temporary indent here
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setcol(obj.entities[i].colour);
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tpoint.x = obj.entities[i].xp;
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@@ -1612,7 +1609,6 @@ void Graphics::drawentities()
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}
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else if (obj.entities[i].size == 12) // Regular sprites that don't wrap
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{
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// FIXME: Remove temporary indent here
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tpoint.x = obj.entities[i].xp;
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tpoint.y = obj.entities[i].yp;
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setcol(obj.entities[i].colour);
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@@ -1671,7 +1667,6 @@ void Graphics::drawentities()
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{
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//Special for epilogue: huge hero!
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// FIXME: Remove temporary indent here
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tpoint.x = obj.entities[i].xp; tpoint.y = obj.entities[i].yp;
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setcol(obj.entities[i].colour);
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SDL_Rect drawRect = {Sint16(obj.entities[i].xp ), Sint16(obj.entities[i].yp), Sint16(sprites_rect.x * 6), Sint16(sprites_rect.y * 6 ) };
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