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authorKiritoDv <36680385+KiritoDv@users.noreply.github.com>2025-05-16 02:44:40 +0000
committergithub-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>2025-05-16 02:44:40 +0000
commitb53a5dbcfa24ef2aa4860b6d9512709976686de8 (patch)
tree441f2bb9c0bc8f955eb9289d19b13beab5c239c5 /src/port/Game.cpp
parentbdf5ca8d603ae56ac275bebf9fde58ae72484d76 (diff)
clang formatclang-format
Diffstat (limited to 'src/port/Game.cpp')
-rw-r--r--src/port/Game.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/port/Game.cpp b/src/port/Game.cpp
index 2c0ec3a0a..419c3d53e 100644
--- a/src/port/Game.cpp
+++ b/src/port/Game.cpp
@@ -216,8 +216,8 @@ void CM_SpawnFromLevelProps() {
// Spawning actors needs to be delayed to the correct time.
// And loadlevel needs to happen asap
- //Editor::LoadLevel(nullptr);
- // Editor::SpawnFromLevelProps();
+ // Editor::LoadLevel(nullptr);
+ // Editor::SpawnFromLevelProps();
}
World* GetWorld(void) {
@@ -354,8 +354,8 @@ void CM_RenderCourse(struct UnkStruct_800DC5EC* arg0) {
if (gWorldInstance.CurrentCourse->IsMod() == false) {
if ((CVarGetInteger("gFreecam", 0) == true)) {
// Render credits courses
- //gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
- //gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
+ // gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
+ // gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
render_credits();
return;
}
@@ -698,7 +698,7 @@ void CM_AddEditorObject(struct Actor* actor, const char* name) {
void Editor_AddLight(s8* direction) {
static size_t i = 0;
- gEditor.AddLight(("Light "+std::to_string(i)).c_str(), nullptr, direction);
+ gEditor.AddLight(("Light " + std::to_string(i)).c_str(), nullptr, direction);
i += 1;
}
@@ -719,7 +719,7 @@ void CM_ActorCollision(Player* player, Actor* actor) {
}
f32 CM_GetWaterLevel(Vec3f pos, Collision* collision) {
- FVector fPos = {pos[0], pos[1], pos[2]};
+ FVector fPos = { pos[0], pos[1], pos[2] };
return gWorldInstance.CurrentCourse->GetWaterLevel(fPos, collision);
}