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-rw-r--r--game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd2
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd2
-rw-r--r--game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc2
-rw-r--r--game/src/Game/GameSession/Topbar.gd2
4 files changed, 4 insertions, 4 deletions
diff --git a/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
index 021c9f2..45e91d3 100644
--- a/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
+++ b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
@@ -203,7 +203,7 @@ func _update_info() -> void:
if _active:
if _gold_label:
- _gold_label.text = "%s¤" % GUINode.float_to_string_dp(_incVal - (_incVal % 7), 1)
+ _gold_label.text = "%s¤" % GUINode.float_to_string_dp(_incVal - (_incVal % 7), 1)
if _total_inc_label:
_total_inc_label.text = "%s¤" % GUINode.float_to_string_dp_dynamic(_incVal)
diff --git a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
index eb57387..b55d227 100644
--- a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
+++ b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
@@ -160,7 +160,7 @@ func _generate_province_list_row(index : int, type : MenuSingleton.ProvinceListE
return OK
func _setup_province_list() -> void:
- if not _province_listbox:
+ if not _province_listbox:
_province_listbox = get_gui_listbox_from_nodepath(^"./country_pop/pop_province_list")
if not _province_listbox:
diff --git a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
index 1adcd95..acebdc6 100644
--- a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
+++ b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
@@ -13,7 +13,7 @@ uvec3 vec3_to_uvec3(vec3 v) {
// (u, v) -> (province index bottom byte, province index top byte, terrain index byte)
uvec3 read_uvec3(vec2 uv) {
uv *= province_shape_subdivisions;
- vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions);
+ vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions);
float idx = subdivision_coords.x + subdivision_coords.y * province_shape_subdivisions.x;
return vec3_to_uvec3(texture(province_shape_tex, vec3(uv, idx)).rgb);
}
diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd
index 2f1fdbf..aecdced 100644
--- a/game/src/Game/GameSession/Topbar.gd
+++ b/game/src/Game/GameSession/Topbar.gd
@@ -570,7 +570,7 @@ func _update_speed_controls() -> void:
var paused : bool = MenuSingleton.is_paused()
var speed : int = MenuSingleton.get_speed()
- # TODO - decide whether to disable these or not
+ # TODO - decide whether to disable these or not
# (they don't appear to get disabled in the base game)
#if _speed_up_button:
# _speed_up_button.disabled = not MenuSingleton.can_increase_speed()