Fix indent
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8290cadbe9
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@ -205,8 +205,8 @@ namespace Components
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// Display DEBUG branding, so we know we're on a debug build
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// Display DEBUG branding, so we know we're on a debug build
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Scheduler::OnFrame([]()
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Scheduler::OnFrame([]()
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{
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{
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Game::Font_s* font = Game::R_RegisterFont("fonts/normalFont", 0);
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auto* font = Game::R_RegisterFont("fonts/normalFont", 0);
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float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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Game::vec4_t color = { 1.0f, 1.0f, 1.0f, 1.0f };
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// Change the color when attaching a debugger
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// Change the color when attaching a debugger
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if (IsDebuggerPresent())
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if (IsDebuggerPresent())
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@ -234,12 +234,12 @@ namespace Components
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Game::UI_UpdateArenas();
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Game::UI_UpdateArenas();
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std::string command;
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std::string command;
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for (int i = 0; i < (params->length() >= 2 ? atoi(params->get(1)) : *Game::arenaCount); ++i)
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for (auto i = 0; i < (params->length() >= 2 ? atoi(params->get(1)) : *Game::arenaCount); ++i)
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{
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{
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char* mapname = ArenaLength::NewArenas[i % *Game::arenaCount].mapName;
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const auto* mapname = ArenaLength::NewArenas[i % *Game::arenaCount].mapName;
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if (!(i % 2)) command.append(Utils::String::VA("wait 250;disconnect;wait 750;", mapname)); // Test a disconnect
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if (!(i % 2)) command.append(Utils::String::VA("wait 250;disconnect;wait 750;", mapname)); // Test a disconnect
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else command.append(Utils::String::VA("wait 500;", mapname)); // Test direct map switch
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else command.append("wait 500;"); // Test direct map switch
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command.append(Utils::String::VA("map %s;", mapname));
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command.append(Utils::String::VA("map %s;", mapname));
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}
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}
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