fix typos after regex code style fix
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@ -5,4 +5,4 @@ class CustomRanks extends Object
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`include(Build.uci)
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`include(Logger.uci)
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var config array < RankInfo> Rank;
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var config array<RankInfo> Rank;
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@ -209,7 +209,7 @@ final function DrawColoredText(coerce string S, float X, float Y, optional float
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{
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local float XL, YL;
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local int i, Index;
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local array < string> SArray;
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local array<string> SArray;
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local string T, PrevT;
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local Color TextColor;
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@ -347,8 +347,8 @@ final function DrawTexturedString(coerce string S, float X, float Y, optional fl
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Mat = FindNextTexture(S);
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while (Mat != None)
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{
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i = InStr(S, " < TEXTURE");
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j = InStr(S, " > ");
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i = InStr(S, "<TEXTURE");
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j = InStr(S, ">");
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D = Left(S, i);
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S = Mid(S, j+2);
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@ -384,12 +384,12 @@ final function Texture2D FindNextTexture(out string S)
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local FTexturePreCache Cache;
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Path = S;
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i = InStr(Path, " < Icon > ");
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i = InStr(Path, "<Icon>");
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if (i == INDEX_NONE)
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return None;
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j = InStr(Path, " < /Icon > ");
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S = Left(Path, i)$" < TEXTURE > "$Mid(Path, j+6);
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j = InStr(Path, " </Icon>");
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S = Left(Path, i)$"<TEXTURE>"$Mid(Path, j+6);
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Path = Mid(Path, i+6, j-(i+6));
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i = PrecachedTextures.Find('Path', Path);
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@ -418,12 +418,12 @@ final function string StripTextureFromString(string S, optional bool bNoStringAd
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while (true)
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{
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i = InStr(S, " < Icon > ");
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i = InStr(S, "<Icon>");
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if (i == INDEX_NONE)
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break;
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j = InStr(S, " < /Icon > ");
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S = Left(S, i)$(bNoStringAdd ? "" : "W")$Mid(S, j+Len(" < /Icon > "));
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j = InStr(S, "</Icon>");
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S = Left(S, i)$(bNoStringAdd ? "" : "W")$Mid(S, j+Len("</Icon>"));
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}
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return StripColorTags(S);
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@ -444,7 +444,7 @@ simulated final function int GetFreeIndex(bool bNewAlwaysTop ) // Find first all
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ActiveMenus.Length = i+1;
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return i;
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}
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simulated function KFGUI_Base InitializeHUDWidget(class < KFGUI_Base> GUIClass)
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simulated function KFGUI_Base InitializeHUDWidget(class<KFGUI_Base> GUIClass)
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{
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local KFGUI_Base Widget;
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@ -466,7 +466,7 @@ simulated function KFGUI_Base InitializeHUDWidget(class < KFGUI_Base> GUIClass)
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return Widget;
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}
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simulated function KFGUI_Page OpenMenu(class < KFGUI_Page> MenuClass)
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simulated function KFGUI_Page OpenMenu(class<KFGUI_Page> MenuClass)
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{
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local int i;
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local KFGUI_Page M;
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@ -527,7 +527,7 @@ simulated function KFGUI_Page OpenMenu(class < KFGUI_Page> MenuClass)
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M.ShowMenu();
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return M;
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}
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simulated function CloseMenu(class < KFGUI_Page> MenuClass, optional bool bCloseAll)
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simulated function CloseMenu(class<KFGUI_Page> MenuClass, optional bool bCloseAll)
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{
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local int i, j;
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local KFGUI_Page M;
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@ -623,7 +623,7 @@ simulated function BringMenuToFront(KFGUI_Page Page)
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ActiveMenus.Insert(0, 1);
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ActiveMenus[0] = Page;
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}
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simulated final function bool MenuIsOpen(optional class < KFGUI_Page> MenuClass)
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simulated final function bool MenuIsOpen(optional class<KFGUI_Page> MenuClass)
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{
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local int i;
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@ -192,7 +192,7 @@ function KFGUI_Base FindComponentID(name InID)
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return Self;
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return None;
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}
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function FindAllComponentID(name InID, out array < KFGUI_Base> Res)
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function FindAllComponentID(name InID, out array<KFGUI_Base> Res)
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{
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if (ID == InID)
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Res[Res.Length] = Self;
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@ -25,7 +25,7 @@ function AddCategory(name CatID, string CatName, optional Texture2D IconMat, opt
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B.OnClickRight = SelectedCategory;
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}
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function KFGUI_Base AddItemToCategory(name CatID, class < KFGUI_Base> Item)
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function KFGUI_Base AddItemToCategory(name CatID, class<KFGUI_Base> Item)
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{
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local FCategoryItems CatItem;
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local KFGUI_Base G;
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@ -190,7 +190,7 @@ final function KFGUI_ListItem GetFromIndex(int Index)
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function SortColumn(int Column, optional bool bReverse)
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{
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local array < KFGUI_ListItem> List;
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local array<KFGUI_ListItem> List;
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local KFGUI_ListItem Sel, N,P;
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local int i;
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@ -9,12 +9,12 @@ var() int NumColumns;
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var array<KFGUI_Base> ItemComponents;
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// REMEMBER to call InitMenu() on the newly created component after values are init!!!
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final function KFGUI_Base AddListComponent(class < KFGUI_Base> CompClass, optional float XS=1.f, optional float YS=1.f)
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final function KFGUI_Base AddListComponent(class<KFGUI_Base> CompClass, optional float XS=1.f, optional float YS=1.f)
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{
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return AddComponentAtIndex(ItemComponents.Length, CompClass, XS, YS);
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}
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final function KFGUI_Base CreateComponent(class < KFGUI_Base> CompClass, optional float XS=1.f, optional float YS=1.f)
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final function KFGUI_Base CreateComponent(class<KFGUI_Base> CompClass, optional float XS=1.f, optional float YS=1.f)
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{
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local KFGUI_Base G;
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@ -40,7 +40,7 @@ final function AddItemAtIndex(int i, KFGUI_Base Item)
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ItemComponents.InsertItem(i, Item);
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}
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final function KFGUI_Base AddComponentAtIndex(int i, class < KFGUI_Base> CompClass, optional float XS=1.f, optional float YS=1.f)
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final function KFGUI_Base AddComponentAtIndex(int i, class<KFGUI_Base> CompClass, optional float XS=1.f, optional float YS=1.f)
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{
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local KFGUI_Base G;
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@ -25,7 +25,7 @@ function CloseMenu()
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}
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// Remember to call InitMenu() on the newly created page after.
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final function KFGUI_Base AddPage(class < KFGUI_Base> PageClass, string Caption, string Hint, optional out KFGUI_Button Button)
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final function KFGUI_Base AddPage(class<KFGUI_Base> PageClass, string Caption, string Hint, optional out KFGUI_Button Button)
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{
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local KFGUI_Base P;
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local KFGUI_Button B;
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@ -66,7 +66,7 @@ final function string GetText()
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final function ParseTextLines()
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{
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local array < string> SA;
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local array<string> SA;
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local int i, j,z;
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local string S;
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local color C;
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@ -26,7 +26,7 @@ function ShowMenu()
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final function SetText(string S)
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{
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ParseStringIntoArray(S, Lines, " < SEPERATOR > ", false);
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ParseStringIntoArray(S, Lines, "<SEPERATOR>", false);
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}
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function PreDraw()
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@ -229,13 +229,13 @@ struct SCEStyle
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ShapePlayersCountBox = 4
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ShapeHeaderBox = 2
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ShapeLeftStateBoxTopPlayer = 1
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ShapeLeftStateBoxMidPlayer = 0
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ShapeLeftStateBoxBottomPlayer = 3
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ShapePlayerBoxTopPlayer = 1
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ShapeLeftStateBoxMidPlayer = 1
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ShapeLeftStateBoxBottomPlayer = 1
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ShapePlayerBoxTopPlayer = 0
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ShapePlayerBoxMidPlayer = 0
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ShapePlayerBoxBottomPlayer = 3
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ShapeStatsBoxTopPlayer = 1
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ShapeStatsBoxMidPlayer = 0
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ShapePlayerBoxBottomPlayer = 0
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ShapeStatsBoxTopPlayer = 3
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ShapeStatsBoxMidPlayer = 3
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ShapeStatsBoxBottomPlayer = 3
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ServerNameBoxColor = (R=75, G=0, B=0, A=200)
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