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

@ -1,30 +1,29 @@
#include "ZoneLoaderFactoryT6.h"
#include "ContentLoaderT6.h"
#include "Game/GameLanguage.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/ZoneConstantsT6.h"
#include "Loading/Processor/ProcessorXChunks.h"
#include "Loading/Steps/StepAddProcessor.h"
#include "Loading/Steps/StepAllocXBlocks.h"
#include "Loading/Steps/StepLoadSignature.h"
#include "Loading/Steps/StepLoadZoneContent.h"
#include "Loading/Steps/StepLoadZoneSizes.h"
#include "Loading/Steps/StepSkipBytes.h"
#include "Loading/Steps/StepVerifyFileName.h"
#include "Loading/Steps/StepVerifyMagic.h"
#include "Loading/Steps/StepVerifySignature.h"
#include "Utils/ClassUtils.h"
#include "Zone/XChunk/XChunkProcessorInflate.h"
#include "Zone/XChunk/XChunkProcessorSalsa20Decryption.h"
#include <cassert>
#include <cstring>
#include <memory>
#include "Game/T6/T6.h"
#include "Game/T6/ZoneConstantsT6.h"
#include "Utils/ClassUtils.h"
#include "ContentLoaderT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/GameLanguage.h"
#include "Game/T6/GameT6.h"
#include "Loading/Processor/ProcessorXChunks.h"
#include "Zone/XChunk/XChunkProcessorSalsa20Decryption.h"
#include "Zone/XChunk/XChunkProcessorInflate.h"
#include "Loading/Steps/StepVerifyMagic.h"
#include "Loading/Steps/StepSkipBytes.h"
#include "Loading/Steps/StepVerifyFileName.h"
#include "Loading/Steps/StepLoadSignature.h"
#include "Loading/Steps/StepVerifySignature.h"
#include "Loading/Steps/StepAddProcessor.h"
#include "Loading/Steps/StepAllocXBlocks.h"
#include "Loading/Steps/StepLoadZoneContent.h"
#include "Loading/Steps/StepLoadZoneSizes.h"
using namespace T6;
class ZoneLoaderFactory::Impl
@ -153,8 +152,8 @@ class ZoneLoaderFactory::Impl
if (isEncrypted)
{
// If zone is encrypted, the decryption is applied before the decompression. T6 Zones always use Salsa20.
auto chunkProcessorSalsa20 = std::make_unique<XChunkProcessorSalsa20Decryption>(ZoneConstants::STREAM_COUNT, fileName, ZoneConstants::SALSA20_KEY_TREYARCH,
sizeof(ZoneConstants::SALSA20_KEY_TREYARCH));
auto chunkProcessorSalsa20 = std::make_unique<XChunkProcessorSalsa20Decryption>(
ZoneConstants::STREAM_COUNT, fileName, ZoneConstants::SALSA20_KEY_TREYARCH, sizeof(ZoneConstants::SALSA20_KEY_TREYARCH));
result = chunkProcessorSalsa20.get();
xChunkProcessor->AddChunkProcessor(std::move(chunkProcessorSalsa20));
}
@ -203,7 +202,8 @@ public:
zoneLoader->AddLoadingStep(std::make_unique<StepAllocXBlocks>());
// Start of the zone content
zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(
std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
if (isSecure)
{