- MemberAttributes access_ovl = attributes & MemberAttributes.AccessMask;
- if (access_ovl == MemberAttributes.Public || access_ovl == MemberAttributes.Family) {
- Output.Write ("Overridable ");
- }
- break;
- default:
- //
- // FUNNY! if the scope value is
- // rubbish (0 or >Const), and access
- // is public, protected make it
- // "virtual".
- //
- // i'm not sure whether this is 100%
- // correct, but it seems to be MS
- // behavior.
- //
- // On MS.NET 2.0, internal properties
- // are also marked "virtual".
- //
- MemberAttributes access = attributes & MemberAttributes.AccessMask;
- if (access == MemberAttributes.Public ||
-#if NET_2_0
- access == MemberAttributes.Family || access == MemberAttributes.Assembly)
-#else
- access == MemberAttributes.Family)
-#endif
- Output.Write ("Overridable ");
- break;
+ MemberAttributes access_ovl = attributes & MemberAttributes.AccessMask;
+ if (access_ovl == MemberAttributes.Public || access_ovl == MemberAttributes.Family)
+ Output.Write ("Overridable ");
+ break;
+ default:
+ //
+ // FUNNY! if the scope value is
+ // rubbish (0 or >Const), and access
+ // is public, protected make it
+ // "virtual".
+ //
+ // i'm not sure whether this is 100%
+ // correct, but it seems to be MS
+ // behavior.
+ //
+ // On MS.NET 2.0, internal properties
+ // are also marked "virtual".
+ //
+ MemberAttributes access = attributes & MemberAttributes.AccessMask;
+ if (access == MemberAttributes.Public ||
+ access == MemberAttributes.Family || access == MemberAttributes.Assembly)
+ Output.Write ("Overridable ");
+ break;