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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@@ -1272,6 +1272,7 @@ void cWorld::TickQueuedTasks(void)
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void cWorld::TickClients(float a_Dt)
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{
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cClientHandlePtrs RemoveClients;
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@@ -2338,6 +2339,7 @@ UInt32 cWorld::SpawnBoat(Vector3d a_Pos, cBoat::eMaterial a_Material)
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UInt32 cWorld::SpawnPrimedTNT(Vector3d a_Pos, int a_FuseTicks, double a_InitialVelocityCoeff)
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{
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auto TNT = cpp14::make_unique<cTNTEntity>(a_Pos, a_FuseTicks);
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@@ -3264,18 +3266,6 @@ OwnedEntity cWorld::RemoveEntity(cEntity & a_Entity)
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/*
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unsigned int cWorld::GetNumPlayers(void)
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{
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cCSLock Lock(m_CSPlayers);
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return m_Players.size();
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}
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*/
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size_t cWorld::GetNumChunks(void) const
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{
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return m_ChunkMap->GetNumChunks();
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@@ -3383,6 +3373,7 @@ UInt32 cWorld::SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterTyp
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UInt32 cWorld::SpawnMobFinalize(std::unique_ptr<cMonster> a_Monster)
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{
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ASSERT(a_Monster != nullptr);
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@@ -3611,7 +3602,6 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
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void cWorld::AddQueuedPlayers(void)
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{
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ASSERT(m_TickThread.IsCurrentThread());
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