Consistent spacing for getters and setters

This commit is contained in:
ChillerDragon 2019-09-08 19:22:12 +02:00
parent 968b5c1fed
commit f5f07860c4
4 changed files with 11 additions and 11 deletions

View file

@ -434,7 +434,7 @@ public:
bool EditorHasUnsavedData() { return m_pEditor->HasUnsavedData(); } bool EditorHasUnsavedData() { return m_pEditor->HasUnsavedData(); }
virtual IFriends* Foes() {return &m_Foes; } virtual IFriends* Foes() { return &m_Foes; }
void GetSmoothTick(int *pSmoothTick, float *pSmoothIntraTick, float MixAmount); void GetSmoothTick(int *pSmoothTick, float *pSmoothIntraTick, float MixAmount);
}; };

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@ -126,11 +126,11 @@ public:
// Setters/Getters because i don't want to modify vanilla vars access modifiers // Setters/Getters because i don't want to modify vanilla vars access modifiers
int GetLastWeapon() { return m_LastWeapon; }; int GetLastWeapon() { return m_LastWeapon; };
void SetLastWeapon(int LastWeap) {m_LastWeapon = LastWeap; }; void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
int GetActiveWeapon() { return m_Core.m_ActiveWeapon; }; int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
void SetActiveWeapon(int ActiveWeap) {m_Core.m_ActiveWeapon = ActiveWeap; }; void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
CCharacterCore GetCore() { return m_Core; }; CCharacterCore GetCore() { return m_Core; };
void SetCore(CCharacterCore Core) {m_Core = Core; }; void SetCore(CCharacterCore Core) { m_Core = Core; };
CCharacterCore* Core() { return &m_Core; }; CCharacterCore* Core() { return &m_Core; };
bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; }; bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; };
void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; }; void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; };

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@ -83,7 +83,7 @@ public:
void Rescue(); void Rescue();
int NeededFaketuning() {return m_NeededFaketuning;} int NeededFaketuning() { return m_NeededFaketuning;}
bool IsAlive() const { return m_Alive; } bool IsAlive() const { return m_Alive; }
bool IsPaused() const { return m_Paused; } bool IsPaused() const { return m_Paused; }
class CPlayer *GetPlayer() { return m_pPlayer; } class CPlayer *GetPlayer() { return m_pPlayer; }
@ -262,14 +262,14 @@ public:
// Setters/Getters because i don't want to modify vanilla vars access modifiers // Setters/Getters because i don't want to modify vanilla vars access modifiers
int GetLastWeapon() { return m_LastWeapon; }; int GetLastWeapon() { return m_LastWeapon; };
void SetLastWeapon(int LastWeap) {m_LastWeapon = LastWeap; }; void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
int GetActiveWeapon() { return m_Core.m_ActiveWeapon; }; int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
void SetActiveWeapon(int ActiveWeap) {m_Core.m_ActiveWeapon = ActiveWeap; }; void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
void SetLastAction(int LastAction) {m_LastAction = LastAction; }; void SetLastAction(int LastAction) { m_LastAction = LastAction; };
int GetArmor() { return m_Armor; }; int GetArmor() { return m_Armor; };
void SetArmor(int Armor) {m_Armor = Armor; }; void SetArmor(int Armor) { m_Armor = Armor; };
CCharacterCore GetCore() { return m_Core; }; CCharacterCore GetCore() { return m_Core; };
void SetCore(CCharacterCore Core) {m_Core = Core; }; void SetCore(CCharacterCore Core) { m_Core = Core; };
CCharacterCore* Core() { return &m_Core; }; CCharacterCore* Core() { return &m_Core; };
bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; }; bool GetWeaponGot(int Type) { return m_aWeapons[Type].m_Got; };
void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; }; void SetWeaponGot(int Type, bool Value) { m_aWeapons[Type].m_Got = Value; };

View file

@ -94,7 +94,7 @@ public:
CSaveTeam(IGameController* Controller); CSaveTeam(IGameController* Controller);
~CSaveTeam(); ~CSaveTeam();
char* GetString(); char* GetString();
int GetMembersCount() {return m_MembersCount;} int GetMembersCount() { return m_MembersCount; }
int LoadString(const char* String); int LoadString(const char* String);
int save(int Team); int save(int Team);
int load(int Team); int load(int Team);