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authorjussi2024-05-10 11:13:32 +0300
committerjussi2024-05-10 11:13:32 +0300
commite84be852546aecf3e151fd8bb92db88a068c1ea1 (patch)
tree388913b5eeac14bd9d00a38dbe7ba4459a553f5f /src/core.c
parentb3980ae2a5d6beae75462e5204fc97841ec62aff (diff)
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Indentation fix.
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/core.c b/src/core.c
index 459a5be..a687b2a 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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 ) {