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CheckBasicStyle: Check number of empty lines between functions (#4267)

Add check for number of empty lines between functions and fix the corresponding failures
This commit is contained in:
peterbell10
2018-07-26 22:24:36 +01:00
committed by GitHub
parent b8ab03bc6b
commit 950aeffff8
121 changed files with 192 additions and 166 deletions

View File

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