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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@@ -382,6 +382,7 @@ void cBioGenDistortedVoronoi::InitializeBiomeGen(cIniFile & a_IniFile)
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void cBioGenDistortedVoronoi::Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ)
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{
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double NoiseX = m_Noise.CubicNoise3D(static_cast<float>(a_BlockX / m_CellSize), static_cast<float>(a_BlockZ / m_CellSize), 1000);
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@@ -609,7 +609,6 @@ cStructGenWormNestCaves::cCaveSystem::~cCaveSystem()
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void cStructGenWormNestCaves::cCaveSystem::DrawIntoChunk(cChunkDesc & a_ChunkDesc)
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{
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int ChunkX = a_ChunkDesc.GetChunkX();
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@@ -701,7 +700,6 @@ cGridStructGen::cStructurePtr cStructGenWormNestCaves::CreateStructure(int a_Gri
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////////////////////////////////////////////////////////////////////////////////
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// cStructGenMarbleCaves:
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@@ -124,6 +124,7 @@ void cChunkDesc::SetBiome(int a_RelX, int a_RelZ, EMCSBiome a_BiomeID)
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EMCSBiome cChunkDesc::GetBiome(int a_RelX, int a_RelZ)
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{
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return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ);
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@@ -268,6 +269,7 @@ bool cChunkDesc::IsUsingDefaultFinish(void) const
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void cChunkDesc::WriteBlockArea(const cBlockArea & a_BlockArea, int a_RelX, int a_RelY, int a_RelZ, cBlockArea::eMergeStrategy a_MergeStrategy)
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{
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m_BlockArea.Merge(a_BlockArea, a_RelX, a_RelY, a_RelZ, a_MergeStrategy);
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@@ -282,6 +282,7 @@ void cChunkGenerator::Execute(void)
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void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ)
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{
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ASSERT(m_PluginInterface != nullptr);
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@@ -156,7 +156,6 @@ static cPattern::BlockInfo tbOFOrangeClay[] =
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////////////////////////////////////////////////////////////////////////////////
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// Individual patterns to use:
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@@ -283,7 +283,6 @@ protected:
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////////////////////////////////////////////////////////////////////////////////
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// cDungeonRoomsFinisher:
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@@ -308,7 +307,6 @@ cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int
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cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
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{
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// Select a random room size in each direction:
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@@ -295,7 +295,6 @@ bool cHeiGenMultiCache::GetHeightAt(int a_ChunkX, int a_ChunkZ, int a_RelX, int
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////////////////////////////////////////////////////////////////////////////////
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// cHeiGenClassic:
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@@ -174,7 +174,6 @@ protected:
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/** Generates a 2D array of random integers in the specified range [0 .. Range). */
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template <int Range, int SizeX, int SizeZ = SizeX>
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class cIntGenChoice :
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@@ -206,7 +205,6 @@ public:
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/** Decides between the ocean and landmass biomes.
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Has a threshold (in percent) of how much land, the larger the threshold, the more land.
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Generates 0 for ocean, biome group ID for landmass. */
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@@ -1117,7 +1115,6 @@ protected:
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/** Adds a "rare" flag to random biome groups, based on the given chance. */
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template <int SizeX, int SizeZ = SizeX>
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class cIntGenRareBiomeGroups:
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@@ -783,6 +783,7 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
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void cBiomalNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
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{
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GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);
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@@ -14,7 +14,6 @@
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class cPieceStructuresGen::cGen:
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public cGridStructGen
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{
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@@ -119,7 +118,6 @@ protected:
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////////////////////////////////////////////////////////////////////////////////
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// cPieceStructuresGen:
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@@ -137,6 +137,7 @@ void cPrefab::Draw(cChunkDesc & a_Dest, const cPlacedPiece * a_Placement) const
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void cPrefab::Draw(cChunkDesc & a_Dest, const Vector3i & a_Placement, int a_NumRotations) const
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{
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// Draw the basic image:
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@@ -106,7 +106,6 @@ protected:
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/** Generates a 2D array of random integers in the specified range [0 .. Range). */
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class cProtIntGenChoice :
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public cProtIntGenWithNoise
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@@ -141,7 +140,6 @@ protected:
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/** Decides between the ocean and landmass biomes.
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Has a threshold (in percent) of how much land, the larger the threshold, the more land.
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Generates 0 for ocean, biome group ID for landmass. */
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@@ -1366,7 +1364,6 @@ protected:
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/** Adds a "rare" flag to random biome groups, based on the given chance. */
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class cProtIntGenRareBiomeGroups:
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public cProtIntGenWithNoise
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@@ -99,7 +99,6 @@ cGridStructGen::cStructurePtr cStructGenRavines::CreateStructure(int a_GridX, in
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////////////////////////////////////////////////////////////////////////////////
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// cStructGenRavines::cRavine
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@@ -35,4 +35,3 @@ protected:
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@@ -106,7 +106,6 @@ protected:
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class cStructGenDirectOverhangs :
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public cFinishGen
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{
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