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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

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@@ -382,6 +382,7 @@ void cBioGenDistortedVoronoi::InitializeBiomeGen(cIniFile & a_IniFile)
void cBioGenDistortedVoronoi::Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ)
{
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()
void cStructGenWormNestCaves::cCaveSystem::DrawIntoChunk(cChunkDesc & a_ChunkDesc)
{
int ChunkX = a_ChunkDesc.GetChunkX();
@@ -701,7 +700,6 @@ cGridStructGen::cStructurePtr cStructGenWormNestCaves::CreateStructure(int a_Gri
////////////////////////////////////////////////////////////////////////////////
// cStructGenMarbleCaves:

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@@ -124,6 +124,7 @@ void cChunkDesc::SetBiome(int a_RelX, int a_RelZ, EMCSBiome a_BiomeID)
EMCSBiome cChunkDesc::GetBiome(int a_RelX, int a_RelZ)
{
return cChunkDef::GetBiome(m_BiomeMap, a_RelX, a_RelZ);
@@ -268,6 +269,7 @@ bool cChunkDesc::IsUsingDefaultFinish(void) const
void cChunkDesc::WriteBlockArea(const cBlockArea & a_BlockArea, int a_RelX, int a_RelY, int a_RelZ, cBlockArea::eMergeStrategy a_MergeStrategy)
{
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)
void cChunkGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_PluginInterface != nullptr);

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@@ -156,7 +156,6 @@ static cPattern::BlockInfo tbOFOrangeClay[] =
////////////////////////////////////////////////////////////////////////////////
// Individual patterns to use:

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@@ -283,7 +283,6 @@ protected:
////////////////////////////////////////////////////////////////////////////////
// cDungeonRoomsFinisher:
@@ -308,7 +307,6 @@ cDungeonRoomsFinisher::cDungeonRoomsFinisher(cTerrainShapeGenPtr a_ShapeGen, int
cDungeonRoomsFinisher::cStructurePtr cDungeonRoomsFinisher::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
{
// 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
////////////////////////////////////////////////////////////////////////////////
// cHeiGenClassic:

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@@ -174,7 +174,6 @@ protected:
/** Generates a 2D array of random integers in the specified range [0 .. Range). */
template <int Range, int SizeX, int SizeZ = SizeX>
class cIntGenChoice :
@@ -206,7 +205,6 @@ public:
/** Decides between the ocean and landmass biomes.
Has a threshold (in percent) of how much land, the larger the threshold, the more land.
Generates 0 for ocean, biome group ID for landmass. */
@@ -1117,7 +1115,6 @@ protected:
/** Adds a "rare" flag to random biome groups, based on the given chance. */
template <int SizeX, int SizeZ = SizeX>
class cIntGenRareBiomeGroups:

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@@ -783,6 +783,7 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
void cBiomalNoise3DComposable::GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape)
{
GenerateNoiseArrayIfNeeded(a_ChunkX, a_ChunkZ);

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@@ -14,7 +14,6 @@
class cPieceStructuresGen::cGen:
public cGridStructGen
{
@@ -119,7 +118,6 @@ protected:
////////////////////////////////////////////////////////////////////////////////
// cPieceStructuresGen:

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@@ -137,6 +137,7 @@ void cPrefab::Draw(cChunkDesc & a_Dest, const cPlacedPiece * a_Placement) const
void cPrefab::Draw(cChunkDesc & a_Dest, const Vector3i & a_Placement, int a_NumRotations) const
{
// Draw the basic image:

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@@ -106,7 +106,6 @@ protected:
/** Generates a 2D array of random integers in the specified range [0 .. Range). */
class cProtIntGenChoice :
public cProtIntGenWithNoise
@@ -141,7 +140,6 @@ protected:
/** Decides between the ocean and landmass biomes.
Has a threshold (in percent) of how much land, the larger the threshold, the more land.
Generates 0 for ocean, biome group ID for landmass. */
@@ -1366,7 +1364,6 @@ protected:
/** Adds a "rare" flag to random biome groups, based on the given chance. */
class cProtIntGenRareBiomeGroups:
public cProtIntGenWithNoise

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@@ -99,7 +99,6 @@ cGridStructGen::cStructurePtr cStructGenRavines::CreateStructure(int a_GridX, in
////////////////////////////////////////////////////////////////////////////////
// cStructGenRavines::cRavine

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@@ -35,4 +35,3 @@ protected:

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@@ -106,7 +106,6 @@ protected:
class cStructGenDirectOverhangs :
public cFinishGen
{