CheckBasicStyle: Check number of empty lines between functions (#4267)
Add check for number of empty lines between functions and fix the corresponding failures
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@@ -11,13 +11,6 @@
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cBrewingstandEntity::cBrewingstandEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World):
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Super(a_BlockType, a_BlockMeta, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World),
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m_IsDestroyed(false),
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@@ -160,7 +153,6 @@ bool cBrewingstandEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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bool cBrewingstandEntity::UsedBy(cPlayer * a_Player)
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{
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cWindow * Window = GetWindow();
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@@ -207,7 +199,6 @@ void cBrewingstandEntity::BroadcastProgress(short a_ProgressbarID, short a_Value
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void cBrewingstandEntity::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
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{
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Super::OnSlotChanged(a_ItemGrid, a_SlotNum);
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@@ -31,6 +31,7 @@ cChestEntity::cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, int a_
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cChestEntity::~cChestEntity()
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{
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if (m_Neighbour != nullptr)
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@@ -29,7 +29,6 @@ cCommandBlockEntity::cCommandBlockEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_Blo
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bool cCommandBlockEntity::UsedBy(cPlayer * a_Player)
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{
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// Nothing to do
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@@ -290,6 +290,8 @@ UInt32 cDispenserEntity::SpawnProjectileFromDispenser(int a_BlockX, int a_BlockY
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Vector3d cDispenserEntity::GetShootVector(NIBBLETYPE a_Meta)
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{
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switch (a_Meta & E_META_DROPSPENSER_FACING_MASK)
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@@ -11,7 +11,6 @@
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enum
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{
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PROGRESSBAR_FUEL = 0,
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@@ -282,7 +281,6 @@ void cFurnaceEntity::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
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void cFurnaceEntity::UpdateInput(void)
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{
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if (!m_Contents.GetSlot(fsInput).IsEqual(m_LastInput))
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@@ -40,6 +40,7 @@ void cMobHeadEntity::CopyFrom(const cBlockEntity & a_Src)
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bool cMobHeadEntity::UsedBy(cPlayer * a_Player)
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{
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UNUSED(a_Player);
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