forked from Mirrorlandia_minetest/minetest
Clang-format continuation indent fixes + .gitignore additions
* Proper support for continuation indents in clang format * make src/wieldmesh.h proper and remove it from whitelist * Add CLion default build directories in .gitignore
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@ -21,3 +21,5 @@ IncludeCategories:
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Priority: 2
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Priority: 2
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- Regex: '^<.*'
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- Regex: '^<.*'
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Priority: 1
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Priority: 1
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AlignAfterOpenBracket: DontAlign
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ContinuationIndentWidth: 16
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2
.gitignore
vendored
2
.gitignore
vendored
@ -75,6 +75,8 @@ locale/
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*.ninja
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*.ninja
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.ninja*
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.ninja*
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*.gch
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*.gch
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cmake-build-debug/
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cmake-build-release/
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## Android build files
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## Android build files
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build/android/src/main/assets
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build/android/src/main/assets
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@ -20,8 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef WIELDMESH_HEADER
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#ifndef WIELDMESH_HEADER
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#define WIELDMESH_HEADER
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#define WIELDMESH_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include <string>
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#include <string>
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#include "irrlichttypes_extrabloated.h"
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struct ItemStack;
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struct ItemStack;
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class Client;
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class Client;
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@ -31,30 +31,27 @@ struct TileSpec;
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/*
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/*
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Wield item scene node, renders the wield mesh of some item
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Wield item scene node, renders the wield mesh of some item
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*/
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*/
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class WieldMeshSceneNode: public scene::ISceneNode
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class WieldMeshSceneNode : public scene::ISceneNode
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{
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{
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public:
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public:
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WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
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WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
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s32 id = -1, bool lighting = false);
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s32 id = -1, bool lighting = false);
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virtual ~WieldMeshSceneNode();
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virtual ~WieldMeshSceneNode();
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void setCube(const TileSpec tiles[6],
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void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
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v3f wield_scale, ITextureSource *tsrc);
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void setExtruded(const std::string &imagename, v3f wield_scale,
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void setExtruded(const std::string &imagename,
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ITextureSource *tsrc, u8 num_frames);
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
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void setItem(const ItemStack &item, Client *client);
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void setItem(const ItemStack &item, Client *client);
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// Sets the vertex color of the wield mesh.
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// Sets the vertex color of the wield mesh.
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// Must only be used if the constructor was called with lighting = false
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// Must only be used if the constructor was called with lighting = false
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void setColor(video::SColor color);
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void setColor(video::SColor color);
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scene::IMesh *getMesh()
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scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
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{ return m_meshnode->getMesh(); }
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virtual void render();
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virtual void render();
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virtual const aabb3f &getBoundingBox() const
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virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
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{ return m_bounding_box; }
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private:
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private:
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void changeToMesh(scene::IMesh *mesh);
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void changeToMesh(scene::IMesh *mesh);
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@ -84,6 +81,5 @@ private:
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scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
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scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
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scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
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scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
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const std::string &imagename);
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#endif
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#endif
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@ -438,4 +438,3 @@ src/voxelalgorithms.h
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src/voxel.cpp
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src/voxel.cpp
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src/voxel.h
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src/voxel.h
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src/wieldmesh.cpp
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src/wieldmesh.cpp
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src/wieldmesh.h
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