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(svn r15711) -Codechange: lots of whitespace cleanup/fixes
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@@ -318,7 +318,7 @@ public:
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/* Then, try townnames */
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/* Not that the following assumes all town indices are adjacent, ie no
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* towns have been deleted. */
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* towns have been deleted. */
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if (*item <= (uint)MAX_CLIENT_SLOTS + GetMaxTownIndex()) {
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const Town *t;
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@@ -375,7 +375,7 @@ public:
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if (_chat_tab_completion_active) {
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/* We are pressing TAB again on the same name, is there an other name
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* that starts with this? */
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* that starts with this? */
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if (!second_scan) {
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size_t offset;
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size_t length;
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@@ -257,9 +257,9 @@ void ClientNetworkContentSocketHandler::DownloadSelectedContent(uint &files, uin
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while (count > 0) {
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/* We can "only" send a limited number of IDs in a single packet.
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* A packet begins with the packet size and a byte for the type.
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* Then this packet adds a uint16 for the count in this packet.
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* The rest of the packet can be used for the IDs. */
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* A packet begins with the packet size and a byte for the type.
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* Then this packet adds a uint16 for the count in this packet.
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* The rest of the packet can be used for the IDs. */
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uint p_count = min(count, (SEND_MTU - sizeof(PacketSize) - sizeof(byte) - sizeof(uint16)) / sizeof(uint32));
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Packet *p = new Packet(PACKET_CONTENT_CLIENT_CONTENT);
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@@ -713,8 +713,8 @@ public:
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SetVScrollCount(this, this->servers.Length());
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/* Additional colums in server list */
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if (this->width > NetworkGameWindow::MIN_EXTRA_COLUMNS_WIDTH + GetWidgetWidth(NGWW_MAPSIZE)
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+ GetWidgetWidth(NGWW_DATE) + GetWidgetWidth(NGWW_YEARS)) {
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if (this->width > NetworkGameWindow::MIN_EXTRA_COLUMNS_WIDTH + GetWidgetWidth(NGWW_MAPSIZE) +
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GetWidgetWidth(NGWW_DATE) + GetWidgetWidth(NGWW_YEARS)) {
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/* show columns 'Map size', 'Date' and 'Years' */
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this->SetWidgetsHiddenState(false, NGWW_MAPSIZE, NGWW_DATE, NGWW_YEARS, WIDGET_LIST_END);
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AlignWidgetRight(NGWW_YEARS, NGWW_INFO);
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@@ -1028,7 +1028,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow {
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case NSSW_LOAD: // Load game
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_is_network_server = true;
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/* XXX - WC_NETWORK_WINDOW (this window) should stay, but if it stays, it gets
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* copied all the elements of 'load game' and upon closing that, it segfaults */
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* copied all the elements of 'load game' and upon closing that, it segfaults */
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delete this;
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ShowSaveLoadDialog(SLD_LOAD_GAME);
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break;
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