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| author | jussi | 2024-05-10 11:13:32 +0300 |
|---|---|---|
| committer | jussi | 2024-05-10 11:13:32 +0300 |
| commit | e84be852546aecf3e151fd8bb92db88a068c1ea1 (patch) | |
| tree | 388913b5eeac14bd9d00a38dbe7ba4459a553f5f /src/core.c | |
| parent | b3980ae2a5d6beae75462e5204fc97841ec62aff (diff) | |
| download | reilua-enhanced-e84be852546aecf3e151fd8bb92db88a068c1ea1.tar.gz reilua-enhanced-e84be852546aecf3e151fd8bb92db88a068c1ea1.tar.bz2 reilua-enhanced-e84be852546aecf3e151fd8bb92db88a068c1ea1.zip | |
Indentation fix.
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 24 |
1 files changed, 12 insertions, 12 deletions
@@ -1073,16 +1073,16 @@ int lcoreSetShaderValueV( lua_State* L ) { /* t = values index. */ int t = 3, i = 0; - lua_pushnil( L ); + lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { - if ( lua_isnumber( L, -1 ) ) { + if ( lua_isnumber( L, -1 ) ) { floats[i] = lua_tonumber( L, -1 ); ints[i] = lua_tointeger( L, -1 ); - } - i++; - lua_pop( L, 1 ); - } + } + i++; + lua_pop( L, 1 ); + } lua_pop( L, 1 ); /* Read values end. */ @@ -1370,7 +1370,7 @@ int lcoreLoadRandomSequence( lua_State* L ) { for ( int i = 0; i < count; i++ ) { lua_pushinteger( L, sequence[i] ); - lua_rawseti( L, -2, i + 1 ); + lua_rawseti( L, -2, i + 1 ); } UnloadRandomSequence( sequence ); @@ -1753,7 +1753,7 @@ int lcoreLoadDirectoryFiles( lua_State* L ) { for ( int i = 0; i < files.count; ++i ) { lua_pushstring( L, files.paths[i] ); - lua_rawseti( L, -2, i+1 ); + lua_rawseti( L, -2, i+1 ); } UnloadDirectoryFiles( files ); @@ -1781,7 +1781,7 @@ int lcoreLoadDirectoryFilesEx( lua_State* L ) { for ( int i = 0; i < files.count; ++i ) { lua_pushstring( L, files.paths[i] ); - lua_rawseti( L, -2, i+1 ); + lua_rawseti( L, -2, i+1 ); } UnloadDirectoryFiles( files ); @@ -3204,9 +3204,9 @@ int lcoreCamera3DYaw( lua_State* L ) { > RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp ) Rotates the camera around it's right vector, pitch is "looking up and down" - - lockView prevents camera overrotation (aka "somersaults") - - rotateAroundTarget defines if rotation is around target or around it's position - - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) +- lockView prevents camera overrotation (aka "somersaults") +- rotateAroundTarget defines if rotation is around target or around it's position +- rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) NOTE: angle must be provided in radians */ int lcoreCamera3DPitch( lua_State* L ) { |
