forked from Mirrorlandia_minetest/minetest
Clang format: fix LINT on old PR which doesn't have LINT enabled
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0a8834608d
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0419552c92
@ -17,19 +17,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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*/
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#include "script/common/c_converter.h"
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#include "l_localplayer.h"
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#include "l_localplayer.h"
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#include "l_internal.h"
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#include "l_internal.h"
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#include "script/common/c_converter.h"
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LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m)
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LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) { m_localplayer = m; }
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{
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m_localplayer = m;
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}
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void LuaLocalPlayer::create(lua_State *L, LocalPlayer *m)
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void LuaLocalPlayer::create(lua_State *L, LocalPlayer *m)
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{
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{
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LuaLocalPlayer *o = new LuaLocalPlayer(m);
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LuaLocalPlayer *o = new LuaLocalPlayer(m);
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*(void **) (lua_newuserdata(L, sizeof(void *))) = o;
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*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
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luaL_getmetatable(L, className);
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luaL_getmetatable(L, className);
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lua_setmetatable(L, -2);
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lua_setmetatable(L, -2);
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@ -332,13 +329,10 @@ LuaLocalPlayer *LuaLocalPlayer::checkobject(lua_State *L, int narg)
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if (!ud)
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if (!ud)
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luaL_typerror(L, narg, className);
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luaL_typerror(L, narg, className);
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return *(LuaLocalPlayer **) ud;
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return *(LuaLocalPlayer **)ud;
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}
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}
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LocalPlayer *LuaLocalPlayer::getobject(LuaLocalPlayer *ref)
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LocalPlayer *LuaLocalPlayer::getobject(LuaLocalPlayer *ref) { return ref->m_localplayer; }
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{
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return ref->m_localplayer;
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}
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LocalPlayer *LuaLocalPlayer::getobject(lua_State *L, int narg)
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LocalPlayer *LuaLocalPlayer::getobject(lua_State *L, int narg)
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{
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{
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@ -351,7 +345,7 @@ LocalPlayer *LuaLocalPlayer::getobject(lua_State *L, int narg)
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int LuaLocalPlayer::gc_object(lua_State *L)
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int LuaLocalPlayer::gc_object(lua_State *L)
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{
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{
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LuaLocalPlayer *o = *(LuaLocalPlayer **) (lua_touserdata(L, 1));
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LuaLocalPlayer *o = *(LuaLocalPlayer **)(lua_touserdata(L, 1));
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delete o;
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delete o;
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return 0;
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return 0;
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}
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}
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@ -378,14 +372,12 @@ void LuaLocalPlayer::Register(lua_State *L)
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lua_pop(L, 1); // Drop metatable
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lua_pop(L, 1); // Drop metatable
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luaL_openlib(L, 0, methods, 0); // fill methodtable
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luaL_openlib(L, 0, methods, 0); // fill methodtable
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lua_pop(L, 1); // Drop methodtable
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lua_pop(L, 1); // Drop methodtable
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}
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}
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const char LuaLocalPlayer::className[] = "LocalPlayer";
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const char LuaLocalPlayer::className[] = "LocalPlayer";
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const luaL_reg LuaLocalPlayer::methods[] = {
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const luaL_reg LuaLocalPlayer::methods[] = {luamethod(LuaLocalPlayer, get_velocity),
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luamethod(LuaLocalPlayer, get_velocity),
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luamethod(LuaLocalPlayer, get_hp), luamethod(LuaLocalPlayer, get_name),
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luamethod(LuaLocalPlayer, get_hp),
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luamethod(LuaLocalPlayer, get_name),
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luamethod(LuaLocalPlayer, is_teleported),
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luamethod(LuaLocalPlayer, is_teleported),
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luamethod(LuaLocalPlayer, is_attached),
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luamethod(LuaLocalPlayer, is_attached),
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luamethod(LuaLocalPlayer, is_touching_ground),
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luamethod(LuaLocalPlayer, is_touching_ground),
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@ -412,5 +404,4 @@ const luaL_reg LuaLocalPlayer::methods[] = {
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luamethod(LuaLocalPlayer, get_movement_speed),
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luamethod(LuaLocalPlayer, get_movement_speed),
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luamethod(LuaLocalPlayer, get_movement),
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luamethod(LuaLocalPlayer, get_movement),
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{0, 0}
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{0, 0}};
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};
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@ -22,12 +22,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "l_base.h"
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#include "l_base.h"
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class LocalPlayer;
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class LocalPlayer;
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class LuaLocalPlayer : public ModApiBase {
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class LuaLocalPlayer : public ModApiBase
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{
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private:
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private:
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static const char className[];
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static const char className[];
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static const luaL_Reg methods[];
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static const luaL_Reg methods[];
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@ -91,5 +90,4 @@ public:
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static void Register(lua_State *L);
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static void Register(lua_State *L);
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};
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};
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#endif // MINETEST_L_LOCALPLAYER_H
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#endif //MINETEST_L_LOCALPLAYER_H
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@ -30,18 +30,15 @@ struct TileSpec;
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struct ItemMesh
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struct ItemMesh
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{
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{
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scene::IMesh* mesh;
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scene::IMesh *mesh;
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/*!
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/*!
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* Stores the color of each mesh buffer.
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* Stores the color of each mesh buffer.
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* If the boolean is true, the color is fixed, else
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* If the boolean is true, the color is fixed, else
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* palettes can modify it.
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* palettes can modify it.
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*/
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*/
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std::vector<std::pair<bool, video::SColor> > buffer_colors;
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std::vector<std::pair<bool, video::SColor>> buffer_colors;
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ItemMesh():
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ItemMesh() : mesh(NULL), buffer_colors() {}
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mesh(NULL),
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buffer_colors()
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{}
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};
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};
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/*
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/*
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