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Diffstat (limited to 'src/emu/crsshair.c')
-rw-r--r--src/emu/crsshair.c36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/emu/crsshair.c b/src/emu/crsshair.c
index b5520133e06..c693468f2f8 100644
--- a/src/emu/crsshair.c
+++ b/src/emu/crsshair.c
@@ -22,8 +22,8 @@
CONSTANTS
***************************************************************************/
-#define CROSSHAIR_RAW_SIZE 100
-#define CROSSHAIR_RAW_ROWBYTES ((CROSSHAIR_RAW_SIZE + 7) / 8)
+#define CROSSHAIR_RAW_SIZE 100
+#define CROSSHAIR_RAW_ROWBYTES ((CROSSHAIR_RAW_SIZE + 7) / 8)
/***************************************************************************
@@ -32,22 +32,22 @@
struct crosshair_global
{
- UINT8 usage; /* true if any crosshairs are used */
- UINT8 used[MAX_PLAYERS]; /* usage per player */
- UINT8 mode[MAX_PLAYERS]; /* visibility mode per player */
- UINT8 visible[MAX_PLAYERS]; /* visibility per player */
- bitmap_argb32 * bitmap[MAX_PLAYERS]; /* bitmap per player */
- render_texture * texture[MAX_PLAYERS]; /* texture per player */
- device_t *screen[MAX_PLAYERS]; /* the screen on which this player's crosshair is drawn */
- float x[MAX_PLAYERS]; /* current X position */
- float y[MAX_PLAYERS]; /* current Y position */
- float last_x[MAX_PLAYERS]; /* last X position */
- float last_y[MAX_PLAYERS]; /* last Y position */
- UINT8 fade; /* color fading factor */
- UINT8 animation_counter; /* animation frame index */
- UINT16 auto_time; /* time in seconds to turn invisible */
- UINT16 time[MAX_PLAYERS]; /* time since last movement */
- char name[MAX_PLAYERS][CROSSHAIR_PIC_NAME_LENGTH + 1]; /* name of crosshair png file */
+ UINT8 usage; /* true if any crosshairs are used */
+ UINT8 used[MAX_PLAYERS]; /* usage per player */
+ UINT8 mode[MAX_PLAYERS]; /* visibility mode per player */
+ UINT8 visible[MAX_PLAYERS]; /* visibility per player */
+ bitmap_argb32 * bitmap[MAX_PLAYERS]; /* bitmap per player */
+ render_texture * texture[MAX_PLAYERS]; /* texture per player */
+ device_t *screen[MAX_PLAYERS]; /* the screen on which this player's crosshair is drawn */
+ float x[MAX_PLAYERS]; /* current X position */
+ float y[MAX_PLAYERS]; /* current Y position */
+ float last_x[MAX_PLAYERS]; /* last X position */
+ float last_y[MAX_PLAYERS]; /* last Y position */
+ UINT8 fade; /* color fading factor */
+ UINT8 animation_counter; /* animation frame index */
+ UINT16 auto_time; /* time in seconds to turn invisible */
+ UINT16 time[MAX_PLAYERS]; /* time since last movement */
+ char name[MAX_PLAYERS][CROSSHAIR_PIC_NAME_LENGTH + 1]; /* name of crosshair png file */
};