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Consistently apply the NOLINT comment for all sounds in FireWeapon
Most but not all sound creations in CCharacter::FireWeapon have this NOLINT comment. Somehow clang does not get tripped on all of those. But sooner or later it might. I currently got a new error in my downstream fork when tweaking FireWeapon a bit. So I applied the NOLINT comment to ALL occurences in FireWeapon not only the ones that clangd finds at the moment.
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@ -442,7 +442,7 @@ void CCharacter::FireWeapon()
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if(m_PainSoundTimer <= 0 && !(m_LatestPrevInput.m_Fire & 1))
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{
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m_PainSoundTimer = 1 * Server()->TickSpeed();
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, TeamMask());
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
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}
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return;
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}
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@ -459,7 +459,7 @@ void CCharacter::FireWeapon()
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{
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// reset objects Hit
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m_NumObjectsHit = 0;
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE, TeamMask());
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE, TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
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Antibot()->OnHammerFire(m_pPlayer->GetCid());
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@ -567,7 +567,7 @@ void CCharacter::FireWeapon()
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MouseTarget // MouseTarget
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);
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GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, TeamMask());
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GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
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}
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break;
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@ -589,7 +589,7 @@ void CCharacter::FireWeapon()
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m_Core.m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000;
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m_Core.m_Ninja.m_OldVelAmount = length(m_Core.m_Vel);
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GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE, TeamMask());
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GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE, TeamMask()); // NOLINT(clang-analyzer-unix.Malloc)
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}
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break;
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}
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