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Consistent spacing for getters and setters
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@ -434,7 +434,7 @@ public:
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bool EditorHasUnsavedData() { return m_pEditor->HasUnsavedData(); }
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virtual IFriends* Foes() {return &m_Foes; }
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virtual IFriends* Foes() { return &m_Foes; }
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void GetSmoothTick(int *pSmoothTick, float *pSmoothIntraTick, float MixAmount);
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};
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@ -126,11 +126,11 @@ public:
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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int GetLastWeapon() { return m_LastWeapon; };
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void SetLastWeapon(int LastWeap) {m_LastWeapon = LastWeap; };
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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void SetActiveWeapon(int ActiveWeap) {m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
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CCharacterCore GetCore() { return m_Core; };
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void SetCore(CCharacterCore Core) {m_Core = Core; };
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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CCharacterCore* Core() { return &m_Core; };
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bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; };
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void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; };
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@ -83,7 +83,7 @@ public:
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void Rescue();
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int NeededFaketuning() {return m_NeededFaketuning;}
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int NeededFaketuning() { return m_NeededFaketuning;}
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bool IsAlive() const { return m_Alive; }
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bool IsPaused() const { return m_Paused; }
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class CPlayer *GetPlayer() { return m_pPlayer; }
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@ -262,14 +262,14 @@ public:
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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int GetLastWeapon() { return m_LastWeapon; };
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void SetLastWeapon(int LastWeap) {m_LastWeapon = LastWeap; };
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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void SetActiveWeapon(int ActiveWeap) {m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetLastAction(int LastAction) {m_LastAction = LastAction; };
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetLastAction(int LastAction) { m_LastAction = LastAction; };
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int GetArmor() { return m_Armor; };
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void SetArmor(int Armor) {m_Armor = Armor; };
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void SetArmor(int Armor) { m_Armor = Armor; };
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CCharacterCore GetCore() { return m_Core; };
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void SetCore(CCharacterCore Core) {m_Core = Core; };
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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CCharacterCore* Core() { return &m_Core; };
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bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; };
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void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; };
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@ -94,7 +94,7 @@ public:
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CSaveTeam(IGameController* Controller);
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~CSaveTeam();
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char* GetString();
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int GetMembersCount() {return m_MembersCount;}
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int GetMembersCount() { return m_MembersCount; }
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int LoadString(const char* String);
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int save(int Team);
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int load(int Team);
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