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-rw-r--r--scene/2d/animated_sprite.h2
-rw-r--r--scene/2d/collision_polygon_2d.cpp8
-rw-r--r--scene/2d/collision_polygon_2d.h2
-rw-r--r--scene/2d/navigation_polygon.h2
-rw-r--r--scene/2d/physics_body_2d.h2
-rw-r--r--scene/2d/visibility_notifier_2d.cpp21
6 files changed, 17 insertions, 20 deletions
diff --git a/scene/2d/animated_sprite.h b/scene/2d/animated_sprite.h
index 37d093e3d8..e5d015b07c 100644
--- a/scene/2d/animated_sprite.h
+++ b/scene/2d/animated_sprite.h
@@ -42,7 +42,7 @@ class SpriteFrames : public Resource {
float speed;
bool loop;
- Vector<Ref<Texture2D> > frames;
+ Vector<Ref<Texture2D>> frames;
Anim() {
loop = true;
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp
index 4edf92197e..e9dfb94cb2 100644
--- a/scene/2d/collision_polygon_2d.cpp
+++ b/scene/2d/collision_polygon_2d.cpp
@@ -50,7 +50,7 @@ void CollisionPolygon2D::_build_polygon() {
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
- Vector<Vector<Vector2> > decomp = _decompose_in_convex();
+ Vector<Vector<Vector2>> decomp = _decompose_in_convex();
for (int i = 0; i < decomp.size(); i++) {
Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
convex->set_points(decomp[i]);
@@ -76,8 +76,8 @@ void CollisionPolygon2D::_build_polygon() {
}
}
-Vector<Vector<Vector2> > CollisionPolygon2D::_decompose_in_convex() {
- Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon_in_convex(polygon);
+Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
+ Vector<Vector<Vector2>> decomp = Geometry::decompose_polygon_in_convex(polygon);
return decomp;
}
@@ -148,7 +148,7 @@ void CollisionPolygon2D::_notification(int p_what) {
#define DEBUG_DECOMPOSE
#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
- Vector<Vector<Vector2> > decomp = _decompose_in_convex();
+ Vector<Vector<Vector2>> decomp = _decompose_in_convex();
Color c(0.4, 0.9, 0.1);
for (int i = 0; i < decomp.size(); i++) {
diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h
index d8dfec8fd2..92a2758813 100644
--- a/scene/2d/collision_polygon_2d.h
+++ b/scene/2d/collision_polygon_2d.h
@@ -56,7 +56,7 @@ protected:
bool one_way_collision;
float one_way_collision_margin;
- Vector<Vector<Vector2> > _decompose_in_convex();
+ Vector<Vector<Vector2>> _decompose_in_convex();
void _build_polygon();
diff --git a/scene/2d/navigation_polygon.h b/scene/2d/navigation_polygon.h
index 579d6b0e0e..3d096ec91b 100644
--- a/scene/2d/navigation_polygon.h
+++ b/scene/2d/navigation_polygon.h
@@ -43,7 +43,7 @@ class NavigationPolygon : public Resource {
Vector<int> indices;
};
Vector<Polygon> polygons;
- Vector<Vector<Vector2> > outlines;
+ Vector<Vector<Vector2>> outlines;
mutable Rect2 item_rect;
mutable bool rect_cache_dirty;
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 20e9f3ffcf..eb7aefb495 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -300,7 +300,7 @@ private:
bool sync_to_physics;
Vector<Collision> colliders;
- Vector<Ref<KinematicCollision2D> > slide_colliders;
+ Vector<Ref<KinematicCollision2D>> slide_colliders;
Ref<KinematicCollision2D> motion_cache;
_FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const;
diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp
index 366de28386..54511bbe1b 100644
--- a/scene/2d/visibility_notifier_2d.cpp
+++ b/scene/2d/visibility_notifier_2d.cpp
@@ -188,8 +188,7 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) {
bool add = false;
Variant meta;
- if (enabler[ENABLER_FREEZE_BODIES]) {
-
+ {
RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node);
if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) {
@@ -198,24 +197,21 @@ void VisibilityEnabler2D::_find_nodes(Node *p_node) {
}
}
- if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
-
+ {
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
if (ap) {
add = true;
}
}
- if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
-
+ {
AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
if (as) {
add = true;
}
}
- if (enabler[ENABLER_PAUSE_PARTICLES]) {
-
+ {
Particles2D *ps = Object::cast_to<Particles2D>(p_node);
if (ps) {
add = true;
@@ -278,7 +274,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
ERR_FAIL_COND(!nodes.has(p_node));
- {
+ if (enabler[ENABLER_FREEZE_BODIES]) {
RigidBody2D *rb = Object::cast_to<RigidBody2D>(p_node);
if (rb) {
@@ -286,7 +282,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
}
}
- {
+ if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
if (ap) {
@@ -294,7 +290,8 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
ap->set_active(p_enabled);
}
}
- {
+
+ if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
if (as) {
@@ -306,7 +303,7 @@ void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
}
}
- {
+ if (enabler[ENABLER_PAUSE_PARTICLES]) {
Particles2D *ps = Object::cast_to<Particles2D>(p_node);
if (ps) {