Reformat code with clang format

This commit is contained in:
Clang Format
2023-11-19 15:28:38 +01:00
committed by Jan
parent 22e17272fd
commit 6b4f5d94a8
1099 changed files with 16763 additions and 18076 deletions

View File

@ -45,7 +45,7 @@ namespace IW3
ASSET_TYPE_RAWFILE = 0x1F,
ASSET_TYPE_STRINGTABLE = 0x20,
ASSET_TYPE_COUNT,
ASSET_TYPE_STRING = ASSET_TYPE_COUNT,
ASSET_TYPE_ASSETLIST,
@ -100,35 +100,35 @@ namespace IW3
union XAssetHeader
{
// XModelPieces *xmodelPieces; // NOT AN ASSET
PhysPreset *physPreset;
XAnimParts *parts;
XModel *model;
Material *material;
MaterialPixelShader *pixelShader;
MaterialVertexShader *vertexShader;
MaterialTechniqueSet *techniqueSet;
GfxImage *image;
snd_alias_list_t *sound;
SndCurve *sndCurve;
LoadedSound *loadSnd;
clipMap_t *clipMap;
ComWorld *comWorld;
GameWorldSp *gameWorldSp;
GameWorldMp *gameWorldMp;
MapEnts *mapEnts;
GfxWorld *gfxWorld;
GfxLightDef *lightDef;
Font_s *font;
MenuList *menuList;
menuDef_t *menu;
LocalizeEntry *localize;
WeaponDef *weapon;
SndDriverGlobals *sndDriverGlobals;
FxEffectDef *fx;
FxImpactTable *impactFx;
RawFile *rawfile;
StringTable *stringTable;
void *data;
PhysPreset* physPreset;
XAnimParts* parts;
XModel* model;
Material* material;
MaterialPixelShader* pixelShader;
MaterialVertexShader* vertexShader;
MaterialTechniqueSet* techniqueSet;
GfxImage* image;
snd_alias_list_t* sound;
SndCurve* sndCurve;
LoadedSound* loadSnd;
clipMap_t* clipMap;
ComWorld* comWorld;
GameWorldSp* gameWorldSp;
GameWorldMp* gameWorldMp;
MapEnts* mapEnts;
GfxWorld* gfxWorld;
GfxLightDef* lightDef;
Font_s* font;
MenuList* menuList;
menuDef_t* menu;
LocalizeEntry* localize;
WeaponDef* weapon;
SndDriverGlobals* sndDriverGlobals;
FxEffectDef* fx;
FxImpactTable* impactFx;
RawFile* rawfile;
StringTable* stringTable;
void* data;
};
typedef char cbrushedge_t;
@ -142,7 +142,7 @@ namespace IW3
XModel* model;
float offset[3];
};
struct XModelPieces
{
const char* name;
@ -152,14 +152,14 @@ namespace IW3
struct PhysPreset
{
const char *name;
const char* name;
int type;
float mass;
float bounce;
float friction;
float bulletForceScale;
float explosiveForceScale;
const char *sndAliasPrefix;
const char* sndAliasPrefix;
float piecesSpreadFraction;
float piecesUpwardVelocity;
bool tempDefaultToCylinder;
@ -224,7 +224,7 @@ namespace IW3
struct XAnimDeltaPartQuatDataFrames
{
XQuat *frames;
XQuat* frames;
XAnimDynamicIndicesQuat indices;
};
@ -371,7 +371,7 @@ namespace IW3
char zoneHandle;
uint16_t baseTriIndex;
uint16_t baseVertIndex;
r_index16_t(*triIndices)[3];
r_index16_t (*triIndices)[3];
XSurfaceVertexInfo vertInfo;
GfxPackedVertex* verts0;
unsigned int vertListCount;
@ -485,8 +485,8 @@ namespace IW3
char lodRampType;
uint16_t* boneNames;
char* parentList;
int16_t(*quats)[4];
float(*trans)[4];
int16_t (*quats)[4];
float (*trans)[4];
char* partClassification;
DObjAnimMat* baseMat;
XSurface* surfs;
@ -705,7 +705,7 @@ namespace IW3
char nameStart;
char nameEnd;
unsigned char samplerState; // SamplerStateBits_e
unsigned char semantic; // TextureSemantic
unsigned char semantic; // TextureSemantic
MaterialTextureDefInfo u;
};
@ -820,7 +820,7 @@ namespace IW3
union MaterialArgumentDef
{
const float(*literalConst)[4];
const float (*literalConst)[4];
MaterialArgumentCodeConst codeConst;
unsigned int codeSampler;
unsigned int nameHash;
@ -1156,7 +1156,7 @@ namespace IW3
struct MaterialVertexStreamRouting
{
MaterialStreamRouting data[16];
void/*IDirect3DVertexDeclaration9*/* decl[16];
void /*IDirect3DVertexDeclaration9*/* decl[16];
};
struct MaterialVertexDeclaration
@ -1176,7 +1176,7 @@ namespace IW3
struct MaterialVertexShaderProgram
{
void/*IDirect3DVertexShader9*/* vs;
void /*IDirect3DVertexShader9*/* vs;
GfxVertexShaderLoadDef loadDef;
};
@ -1195,7 +1195,7 @@ namespace IW3
struct MaterialPixelShaderProgram
{
void/*IDirect3DPixelShader9*/* ps;
void /*IDirect3DPixelShader9*/* ps;
GfxPixelShaderLoadDef loadDef;
};
@ -1304,10 +1304,10 @@ namespace IW3
union GfxTexture
{
//void/*IDirect3DBaseTexture9*/* basemap;
//void/*IDirect3DTexture9*/* map;
//void/*IDirect3DVolumeTexture9*/* volmap;
//void/*IDirect3DCubeTexture9*/* cubemap;
// void/*IDirect3DBaseTexture9*/* basemap;
// void/*IDirect3DTexture9*/* map;
// void/*IDirect3DVolumeTexture9*/* volmap;
// void/*IDirect3DCubeTexture9*/* cubemap;
Texture* texture;
GfxImageLoadDef* loadDef;
};
@ -1681,7 +1681,7 @@ namespace IW3
unsigned int numLeafSurfaces;
unsigned int* leafsurfaces;
unsigned int vertCount;
vec3_t *verts;
vec3_t* verts;
int triCount;
uint16_t* triIndices;
char* triEdgeIsWalkable;
@ -1898,13 +1898,13 @@ namespace IW3
struct GfxWorldVertexData
{
GfxWorldVertex* vertices;
void/*IDirect3DVertexBuffer9*/* worldVb;
void /*IDirect3DVertexBuffer9*/* worldVb;
};
struct GfxWorldVertexLayerData
{
char* data;
void/*IDirect3DVertexBuffer9*/* layerVb;
void /*IDirect3DVertexBuffer9*/* layerVb;
};
struct SunLightParseParams
@ -1979,7 +1979,7 @@ namespace IW3
bool isAncestor;
char recursionDepth;
char hullPointCount;
float(*hullPoints)[2];
float (*hullPoints)[2];
GfxPortal* queuedParent;
};
@ -3076,13 +3076,13 @@ namespace IW3
// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
//const char* accuracyGraphName[2];
// const char* accuracyGraphName[2];
const char* accuracyGraphName0;
const char* accuracyGraphName1;
//float(*accuracyGraphKnots[2])[2];
// float(*accuracyGraphKnots[2])[2];
vec2_t* accuracyGraphKnots0;
vec2_t* accuracyGraphKnots1;
//float(*originalAccuracyGraphKnots[2])[2];
// float(*originalAccuracyGraphKnots[2])[2];
vec2_t* originalAccuracyGraphKnots0;
vec2_t* originalAccuracyGraphKnots1;
int accuracyGraphKnotCount[2];