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mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-06 06:32:56 +01:00

Remove whitespace

Margen67
2021-04-21 18:44:07 -10:00
parent f4d2000a20
commit e1605dd768

@@ -39,7 +39,7 @@ public:
GameActionResult::Ptr Execute() const override
{
}
};
```
@@ -54,12 +54,12 @@ Register<SurfaceSetStyleAction>();
## Work out the Parameters
Have a look at the game command and make a list of all of the parameters.
1. int32_t x0,
2. int32_t y0,
3. int32_t x1,
4. int32_t y1,
5. uint8_t surfaceStyle,
6. uint8_t edgeStyle,
1. int32_t x0,
2. int32_t y0,
3. int32_t x1,
4. int32_t y1,
5. uint8_t surfaceStyle,
6. uint8_t edgeStyle,
7. uint8_t flags
Parameter 1-4 is a map range and should use `struct MapRange`. Parameter 5-6 are the styles that are set, both are required in our action. Parameter 7 is the flags, this is no longer passed directly into the function and is therefore not required.
@@ -114,7 +114,7 @@ I like to create the query function by copying and pasting the game command dire
gCommandPosition.x = xMid;
gCommandPosition.y = yMid;
gCommandPosition.z = heightMid;
gCommandPosition.z = heightMid;
// This section defines where command took place it will be placed in the result.
```
New code.
@@ -218,18 +218,18 @@ The rest of the function is hard to follow if broken up so consider it as a whol
{
for (int32_t y = y0; y <= y1; y += 32)
{
if (x > 0x1FFF) // This should never happen as range is already verified and normalised
if (x > 0x1FFF) // This should never happen as range is already verified and normalised
continue;
if (y > 0x1FFF)
continue;
if (!(gScreenFlags & SCREEN_FLAGS_SCENARIO_EDITOR) && !gCheatsSandboxMode)
{
if (!map_is_location_in_park({ x, y }))
if (!map_is_location_in_park({ x, y }))
continue; // This function actually checks the range again just to be really sure
}
auto surfaceElement = map_get_surface_element_at({ x, y })->AsSurface();
auto surfaceElement = map_get_surface_element_at({ x, y })->AsSurface();
// This is dangerous potential null deref. Except we have triple checked range is valid.
if (surfaceElement == nullptr)
{
@@ -389,7 +389,7 @@ We can then go into the main for loop.
for (int32_t y = validRange.GetTop(); y <= validRange.GetBottom(); y += 32)
{
auto tileElement = map_get_surface_element_at({ x, y });
if (tileElement == nullptr) // Nullptr checks should always be kept
if (tileElement == nullptr) // Nullptr checks should always be kept
{
continue;
}