From d29b1c34b1cc564a0670cbe2d6035f8aa962111b Mon Sep 17 00:00:00 2001 From: Dante Ruiz Date: Wed, 2 Nov 2016 00:07:58 +0100 Subject: [PATCH] fixed coding standard conflicts --- scripts/system/controllers/handControllerPointer.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js index 77cc7603e5..0ad297ccd3 100644 --- a/scripts/system/controllers/handControllerPointer.js +++ b/scripts/system/controllers/handControllerPointer.js @@ -231,7 +231,7 @@ var gamePad = Controller.findDevice("GamePad"); function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey. var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will return head pose if hand pose is invalid (third eye) if (!controllerPose.valid) { - if(gamePad){ + if (gamePad) { return activeHudPoint2dGamePad(); } return; // Controller is cradled. @@ -458,7 +458,7 @@ clickMapping.from(Controller.Hardware.GamePad.Back).peek().to(function () { clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () { // Allow the reticle depth to be set correctly: // Wait a tick for the context menu to be displayed, and then simulate a (non-hand-controller) mouse move - // so that the system updates qml state (Reticle.pointingAtSystemOverlay) before it gives us a mouseMove. + // so that the system updates qml state (Reticle.pointingAtSystemverlay) before it gives us a mouseMove. // We don't want the system code to always do this for us, because, e.g., we do not want to get a mouseMove // after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse. Script.setTimeout(function () {