From 27cee58ab823cbab0ab8905ce7b52143de7ca5e5 Mon Sep 17 00:00:00 2001 From: rubidium Date: Mon, 28 Aug 2006 18:53:03 +0000 Subject: (svn r6204) -Cleanup: replace non-indentation with spaces; like '}else {' -> '} else {', tabs between code and comment, etc. --- ai/default/default.c | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'ai') diff --git a/ai/default/default.c b/ai/default/default.c index 623686fd7..cb20e2c18 100644 --- a/ai/default/default.c +++ b/ai/default/default.c @@ -2419,7 +2419,7 @@ handle_nocash: cost = DoCommand(tile, p->ai.wagon_list[i], 0, DC_EXEC, CMD_SELL_RAIL_WAGON); assert(!CmdFailed(cost)); } - p->ai.state = AIS_0; + p->ai.state = AIS_0; } return; } @@ -2459,7 +2459,7 @@ handle_nocash: if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) order.flags |= OF_FULL_LOAD; - DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_TRAIN); @@ -2472,7 +2472,7 @@ handle_nocash: // p->ai.loco_id = INVALID_VEHICLE; p->ai.wagon_list[0] = INVALID_VEHICLE; } else { - p->ai.state = AIS_0; + p->ai.state = AIS_0; } } @@ -2499,8 +2499,8 @@ static bool AiCheckRoadResources(TileIndex tile, const AiDefaultBlockData *p, by int rad; if (_patches.modified_catchment) { - rad = CA_TRUCK; //Same as CA_BUS at the moment? - } else { //change that at some point? + rad = CA_TRUCK; // Same as CA_BUS at the moment? + } else { // change that at some point? rad = 4; } @@ -3010,11 +3010,11 @@ do_some_terraform: p->ai.cur_tile_a = arf.bridge_end_tile; bridge_len = GetBridgeLength(tile, p->ai.cur_tile_a); // tile - /* Figure out what (road)bridge type to build - start with best bridge, then go down to worse and worse bridges - unnecessary to check for worse bridge (i=0), since AI will always build that. - AI is so fucked up that fixing this small thing will probably not solve a thing - */ + /* Figure out what (road)bridge type to build + * start with best bridge, then go down to worse and worse bridges + * unnecessary to check for worse bridge (i=0), since AI will always build that. + *AI is so fucked up that fixing this small thing will probably not solve a thing + */ for (i = 10; i != 0; i--) { if (CheckBridge_Stuff(i, bridge_len)) { int32 cost = DoCommand(tile, p->ai.cur_tile_a, i + (0x80 << 8), DC_AUTO, CMD_BUILD_BRIDGE); @@ -3191,7 +3191,7 @@ static void AiStateBuildRoadVehicles(Player *p) if (p->ai.num_want_fullload != 0 && (is_pass || i == 0)) order.flags |= OF_FULL_LOAD; - DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); + DoCommand(0, loco_id + (i << 16), PackOrder(&order), DC_EXEC, CMD_INSERT_ORDER); } DoCommand(0, loco_id, 0, DC_EXEC, CMD_START_STOP_ROADVEH); @@ -3320,8 +3320,8 @@ static bool AiCheckAirportResources(TileIndex tile, const AiDefaultBlockData *p, int rad; if (_patches.modified_catchment) { - rad = CA_AIR_LARGE; //I Have NFI what airport the - } else { //AI is going to build here + rad = CA_AIR_LARGE; // I Have NFI what airport the + } else { // AI is going to build here rad = 4; } -- cgit v1.2.3-54-g00ecf