CTweakEditor: Unindent some code
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@ -61,39 +61,39 @@ bool CTweakEditor::Save()
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void CTweakEditor::SetActiveTweakData(CTweakData* pTweakData)
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{
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for( int TweakIdx = 0; TweakIdx < mTweakAssets.size(); TweakIdx++ )
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for (int TweakIdx = 0; TweakIdx < mTweakAssets.size(); TweakIdx++)
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{
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if (mTweakAssets[TweakIdx] == pTweakData)
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{
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CSetTweakIndexCommand* pCommand = new CSetTweakIndexCommand(this, mCurrentTweakIndex, TweakIdx);
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UndoStack().push(pCommand);
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break;
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}
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if (mTweakAssets[TweakIdx] != pTweakData)
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continue;
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auto* pCommand = new CSetTweakIndexCommand(this, mCurrentTweakIndex, TweakIdx);
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UndoStack().push(pCommand);
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break;
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}
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}
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void CTweakEditor::SetActiveTweakIndex(int Index)
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{
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if( mCurrentTweakIndex != Index )
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{
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mCurrentTweakIndex = Index;
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if (mCurrentTweakIndex == Index)
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return;
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CTweakData* pTweakData = mTweakAssets[Index];
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mpUI->PropertyView->SetIntrinsicProperties(pTweakData->TweakData());
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mCurrentTweakIndex = Index;
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mpUI->TweakTabs->blockSignals(true);
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mpUI->TweakTabs->setCurrentIndex(Index);
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mpUI->TweakTabs->blockSignals(false);
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}
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CTweakData* pTweakData = mTweakAssets[Index];
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mpUI->PropertyView->SetIntrinsicProperties(pTweakData->TweakData());
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mpUI->TweakTabs->blockSignals(true);
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mpUI->TweakTabs->setCurrentIndex(Index);
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mpUI->TweakTabs->blockSignals(false);
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}
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void CTweakEditor::OnTweakTabClicked(int Index)
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{
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if (Index != mCurrentTweakIndex)
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{
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CSetTweakIndexCommand* pCommand = new CSetTweakIndexCommand(this, mCurrentTweakIndex, Index);
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UndoStack().push(pCommand);
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}
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if (Index == mCurrentTweakIndex)
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return;
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auto* pCommand = new CSetTweakIndexCommand(this, mCurrentTweakIndex, Index);
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UndoStack().push(pCommand);
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}
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void CTweakEditor::OnProjectChanged(CGameProject* pNewProject)
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@ -144,5 +144,5 @@ void CTweakEditor::OnProjectChanged(CGameProject* pNewProject)
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mpUI->TweakTabs->blockSignals(false);
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// Hide "save and repack" button for MP2+ as it doesn't do anything different from the regular Save button
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mpUI->ActionSaveAndRepack->setVisible( !pNewProject || pNewProject->Game() <= EGame::Prime );
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mpUI->ActionSaveAndRepack->setVisible(!pNewProject || pNewProject->Game() <= EGame::Prime);
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}
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