(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.

-Cleanup: whitespace alignment of a few tables.
This commit is contained in:
rubidium
2006-09-04 20:40:33 +00:00
parent a7cfb80c40
commit 63687763e9
59 changed files with 694 additions and 700 deletions

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@@ -918,22 +918,22 @@ uint GetBridgeFoundation(Slope tileh, Axis axis)
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only needa draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* For middle parts:
* <ul><li>Bits 0-1: need to be 0</li>
* <li>Bit 2: direction</li>
* <li>Bit 3 and above: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only needa draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* For middle parts:
* <ul><li>Bits 0-1: need to be 0</li>
* <li>Bit 2: direction</li>
* <li>Bit 3 and above: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
static void DrawTile_TunnelBridge(TileInfo *ti)
{
uint32 image;