Made events/room.js and state_manager.js jshinthint compliant

This commit is contained in:
Lucas Lois
2016-10-02 18:07:02 -03:00
parent 36b01a78b6
commit 69267045a8
2 changed files with 13 additions and 13 deletions
+8 -8
View File
@@ -292,8 +292,8 @@ Events.Room = [
text: [
_('the wanderer leaves, cart loaded with wood')
],
action: function(delay) {
var delay = delay || false;
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.wood', 300);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
@@ -315,8 +315,8 @@ Events.Room = [
text: [
_('the wanderer leaves, cart loaded with wood')
],
action: function(delay) {
var delay = delay || false;
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.wood', 1500);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
@@ -371,8 +371,8 @@ Events.Room = [
text: [
_('the wanderer leaves, cart loaded with furs')
],
action: function(delay) {
var delay = delay || false;
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.fur', 300);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
@@ -394,8 +394,8 @@ Events.Room = [
text: [
_('the wanderer leaves, cart loaded with furs')
],
action: function(delay) {
var delay = delay || false;
action: function(inputDelay) {
var delay = inputDelay || false;
Events.saveDelay(function() {
$SM.add('stores.fur', 1500);
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
+5 -5
View File
@@ -54,10 +54,10 @@ var StateManager = {
createState: function(stateName, value) {
var words = stateName.split(/[.\[\]'"]+/);
//for some reason there are sometimes empty strings
for (var i = 0; i < words.length; i++) {
if (words[i] === '') {
words.splice(i, 1);
i--;
for (var j = 0; j < words.length; j++) {
if (words[j] === '') {
words.splice(j, 1);
j--;
}
}
var obj = State;
@@ -218,7 +218,7 @@ var StateManager = {
fireUpdate: function(stateName, save){
var category = $SM.getCategory(stateName);
if(stateName == undefined) stateName = category = 'all'; //best if this doesn't happen as it will trigger more stuff
if(stateName === undefined) stateName = category = 'all'; //best if this doesn't happen as it will trigger more stuff
$.Dispatch('stateUpdate').publish({'category': category, 'stateName':stateName});
if(save) Engine.saveGame();
},