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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@@ -185,6 +185,7 @@ void cEntity::WrapHeadYaw(void)
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void cEntity::WrapRotation(void)
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{
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m_Rot.x = NormalizeAngleDegrees(m_Rot.x);
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@@ -194,6 +195,7 @@ void cEntity::WrapRotation(void)
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void cEntity::WrapSpeed(void)
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{
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m_Speed.x = Clamp(m_Speed.x, -78.0, 78.0);
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@@ -264,7 +266,6 @@ void cEntity::DestroyNoScheduling(bool a_ShouldBroadcast)
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void cEntity::TakeDamage(cEntity & a_Attacker)
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{
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int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
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@@ -590,6 +591,7 @@ int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
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void cEntity::ApplyArmorDamage(int DamageBlocked)
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{
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// cEntities don't necessarily have armor to damage.
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@@ -681,7 +683,6 @@ int cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType
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float cEntity::GetEnchantmentBlastKnockbackReduction()
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{
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UInt32 MaxLevel = 0;
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@@ -707,7 +708,6 @@ float cEntity::GetEnchantmentBlastKnockbackReduction()
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int cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
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{
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// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover
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@@ -1323,6 +1323,7 @@ void cEntity::DetectCacti(void)
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void cEntity::ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition, bool a_SetPortalCooldown, bool a_ShouldSendRespawn)
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{
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m_NewWorld = a_World;
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@@ -1335,6 +1336,7 @@ void cEntity::ScheduleMoveToWorld(cWorld * a_World, Vector3d a_NewPosition, bool
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bool cEntity::DetectPortal()
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{
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// If somebody scheduled a world change with ScheduleMoveToWorld, change worlds now.
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@@ -1961,6 +1963,7 @@ void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
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cEntity * cEntity::GetAttached()
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{
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return m_AttachedTo;
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@@ -2107,6 +2110,7 @@ void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
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void cEntity::SetSpeedX(double a_SpeedX)
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{
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SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z);
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@@ -2115,6 +2119,7 @@ void cEntity::SetSpeedX(double a_SpeedX)
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void cEntity::SetSpeedY(double a_SpeedY)
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{
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SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z);
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@@ -2123,6 +2128,7 @@ void cEntity::SetSpeedY(double a_SpeedY)
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void cEntity::SetSpeedZ(double a_SpeedZ)
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{
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SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ);
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@@ -2140,6 +2146,7 @@ void cEntity::SetWidth(double a_Width)
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void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
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{
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DoSetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ);
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@@ -2248,6 +2255,7 @@ void cEntity::AddLeashedMob(cMonster * a_Monster)
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void cEntity::RemoveLeashedMob(cMonster * a_Monster)
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{
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ASSERT(a_Monster->GetLeashedTo() == this);
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@@ -2262,7 +2270,6 @@ void cEntity::RemoveLeashedMob(cMonster * a_Monster)
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float cEntity::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower)
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{
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double EntitySize = m_Width * m_Width * m_Height;
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