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Found some more

Modanung 5 years ago
parent
commit
b1f6cc04c7

+ 4 - 4
Source/Urho3D/Network/NetworkEvents.h

@@ -123,15 +123,15 @@ URHO3D_EVENT(E_NETWORKHOSTDISCOVERED, NetworkHostDiscovered)
 /// NAT punchtrough succeeds.
 URHO3D_EVENT(E_NETWORKNATPUNCHTROUGHSUCCEEDED, NetworkNatPunchtroughSucceeded)
 {
-	URHO3D_PARAM(P_ADDRESS, Address);   // String
-	URHO3D_PARAM(P_PORT, Port);         // int
+    URHO3D_PARAM(P_ADDRESS, Address);   // String
+    URHO3D_PARAM(P_PORT, Port);         // int
 }
 
 /// NAT punchtrough fails.
 URHO3D_EVENT(E_NETWORKNATPUNCHTROUGHFAILED, NetworkNatPunchtroughFailed)
 {
-	URHO3D_PARAM(P_ADDRESS, Address);   // String
-	URHO3D_PARAM(P_PORT, Port);         // int
+    URHO3D_PARAM(P_ADDRESS, Address);   // String
+    URHO3D_PARAM(P_PORT, Port);         // int
 }
 
 /// Connecting to NAT master server failed.

+ 1 - 1
Source/Urho3D/Resource/Image.cpp

@@ -228,7 +228,7 @@ bool CompressedLevel::Decompress(unsigned char* dest) const
     case CF_DXT5:
         DecompressImageDXT(dest, data_, width_, height_, depth_, format_);
         return true;
-	
+
     // ETC2 format is compatible with ETC1, so we just use the same function.
     case CF_ETC1:
     case CF_ETC2_RGB:

+ 1 - 1
Source/Urho3D/Urho2D/AnimatedSprite2D.cpp

@@ -309,7 +309,7 @@ void AnimatedSprite2D::UpdateSpineAnimation(float timeStep)
 // This enum used to be defined in spine/RegionAttachment.h but it got moved inside RegionAttachment.c so it's no longer accessible.
 // It's required because AnimatedSprite2D::UpdateSourceBatchesSpine() references its values (SP_VERTEX_*)
 typedef enum {
-	SP_VERTEX_X1 = 0, SP_VERTEX_Y1, SP_VERTEX_X2, SP_VERTEX_Y2, SP_VERTEX_X3, SP_VERTEX_Y3, SP_VERTEX_X4, SP_VERTEX_Y4
+    SP_VERTEX_X1 = 0, SP_VERTEX_Y1, SP_VERTEX_X2, SP_VERTEX_Y2, SP_VERTEX_X3, SP_VERTEX_Y3, SP_VERTEX_X4, SP_VERTEX_Y4
 } spVertexIndex;
 
 void AnimatedSprite2D::UpdateSourceBatchesSpine()

+ 1 - 1
Source/Urho3D/Urho2D/CollisionChain2D.cpp

@@ -133,7 +133,7 @@ void CollisionChain2D::RecreateFixture()
     for (unsigned i = 0; i < count; ++i)
         b2Vertices[i] = ToB2Vec2(vertices_[i] * worldScale);
 
-	chainShape_.Clear();
+    chainShape_.Clear();
     if (loop_)
         chainShape_.CreateLoop(&b2Vertices[0], count);
     else