Ran wmlindent on some things in the water_animation branch.
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07ce7c67f3
commit
ee3d7b7305
8 changed files with 21 additions and 27 deletions
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@ -209,11 +209,11 @@
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[terrain_graphics]
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x={X}
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y={Y}
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[tile]
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x=0
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y=0
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set_flag=mausoleum
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[/tile]
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[tile]
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x=0
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y=0
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set_flag=mausoleum
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[/tile]
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[/terrain_graphics]
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[terrain_graphics]
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map="
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@ -222,14 +222,14 @@ set_flag=mausoleum
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, 1
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* , *
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, *"
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[tile]
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pos=1
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has_flag=mausoleum
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[/tile]
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[image]
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layer=0
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center=92,138
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name="../scenery/mausoleum01:140,../scenery/mausoleum02:140,../scenery/mausoleum03:140,../scenery/mausoleum04:140,../scenery/mausoleum05:140,../scenery/mausoleum06:140,../scenery/mausoleum07:140,../scenery/mausoleum08:140,../scenery/mausoleum09:140,../scenery/mausoleum10:140,../scenery/mausoleum11:140,../scenery/mausoleum12:140,../scenery/mausoleum13:140,../scenery/mausoleum14:140,../scenery/mausoleum15:140,../scenery/mausoleum16:140,../scenery/mausoleum17:140,../scenery/mausoleum18:140"
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[/image]
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[tile]
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pos=1
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has_flag=mausoleum
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[/tile]
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[image]
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layer=0
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center=92,138
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name="../scenery/mausoleum01:140,../scenery/mausoleum02:140,../scenery/mausoleum03:140,../scenery/mausoleum04:140,../scenery/mausoleum05:140,../scenery/mausoleum06:140,../scenery/mausoleum07:140,../scenery/mausoleum08:140,../scenery/mausoleum09:140,../scenery/mausoleum10:140,../scenery/mausoleum11:140,../scenery/mausoleum12:140,../scenery/mausoleum13:140,../scenery/mausoleum14:140,../scenery/mausoleum15:140,../scenery/mausoleum16:140,../scenery/mausoleum17:140,../scenery/mausoleum18:140"
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[/image]
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[/terrain_graphics]
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#enddef
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@ -47,7 +47,7 @@
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# Scrolls to the given location, blinks the given image in and out a few
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# times, and then leaves the image in place. Use this to pinpoint an
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# important location to the player. If there's an existing [item] on the
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# location, specify it as the BACKGROUND_VALUE or else it'll get lost
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# location, specify it as the BACKGROUND_VALUE or else it'll get lost
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# during the blinking.
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[scroll_to]
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x,y={X},{Y}
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@ -566,7 +566,7 @@
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[/else]
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[/if]
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[/event]
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#enddef
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#enddef
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#define SCATTER_UNITS NUMBER TYPES PADDING_RADIUS FILTER UNIT_WML
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# Scatters the given kind of units randomly on a given area on the map.
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#
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@ -3,7 +3,6 @@
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#define IMAGE_SINGLE IMAGESTEM POSTFIX
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{IMAGESTEM}{POSTFIX}#enddef
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#define ANIMATION_01_INTERNAL IMAGESTEM POSTFIX DURATION
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{IMAGESTEM}-A01{POSTFIX}:{DURATION} #enddef
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#define ANIMATION_02_INTERNAL IMAGESTEM POSTFIX DURATION
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@ -61,4 +60,3 @@
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#define BUILD_IMAGE BUILDER IMAGESTEM POSTFIX
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{{BUILDER} {IMAGESTEM} {POSTFIX}}#enddef
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@ -12,7 +12,7 @@
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type="{TERRAIN}"
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[image]
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layer={LAYER}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()}
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[/image]
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[/tile]
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@ -148,4 +148,3 @@
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{OVERLAY_PLFB ({TERRAINLIST}) 100 0 overlay IMAGE_SINGLE ({IMAGESTEM})}
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#enddef
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#end of generated code
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@ -22,7 +22,7 @@
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[image]
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layer={LAYER}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0}
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[/image]
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[/tile]
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[tile]
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@ -56,7 +56,7 @@
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[image]
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layer={LAYER}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0-@R1}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0-@R1}
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[/image]
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[/tile]
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[tile]
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@ -96,7 +96,7 @@
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[image]
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layer={LAYER}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0-@R1-@R2}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0-@R1-@R2}
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[/image]
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[/tile]
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[tile]
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@ -143,7 +143,7 @@
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[image]
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layer={LAYER}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0-@R1-@R2-@R3}
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name={BUILD_IMAGE {BUILDER} {IMAGESTEM} -@R0-@R1-@R2-@R3}
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[/image]
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[/tile]
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[tile]
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@ -254,4 +254,3 @@
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#define DISABLE_BASE_TRANSITIONS TERRAINLIST
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{DISABLE_BASE_TRANSITIONS_F {TERRAINLIST} transition}
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#enddef
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@ -79,4 +79,3 @@
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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@ -1372,4 +1372,3 @@
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#{DISABLE_CAVEWALL ({TERRAIN_PATTERN}) ({ADJACENT})}
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#enddef
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