ddnet/src/game/client/components/items.h
Chairn a69dc599a9 Huge variable naming format
Fix pointer and pointer array variable naming

Huge renaming to match our rules

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
            (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[

Further format static variables

Format almost all pointer names accordingly

Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]

clang-format

Fix CI fail

Fix misnamed non pointer as pointer and non array as array

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
            (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]

clang-format

Revert to SCREAMING_SNAKE_CASE and reinstate dead code
2022-07-08 18:01:29 +02:00

39 lines
1.3 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_COMPONENTS_ITEMS_H
#define GAME_CLIENT_COMPONENTS_ITEMS_H
#include <game/client/component.h>
#include <game/generated/protocol.h>
class CProjectileData;
class CItems : public CComponent
{
void RenderProjectile(const CProjectileData *pCurrent, int ItemID);
void RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCurrent, bool IsPredicted = false);
void RenderFlag(const CNetObj_Flag *pPrev, const CNetObj_Flag *pCurrent, const CNetObj_GameData *pPrevGameData, const CNetObj_GameData *pCurGameData);
void RenderLaser(const struct CNetObj_Laser *pCurrent, bool IsPredicted = false);
int m_ItemsQuadContainerIndex;
public:
virtual int Sizeof() const override { return sizeof(*this); }
virtual void OnRender() override;
virtual void OnInit() override;
void ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyTick);
private:
int m_BlueFlagOffset;
int m_RedFlagOffset;
int m_PickupHealthOffset;
int m_PickupArmorOffset;
int m_aPickupWeaponOffset[NUM_WEAPONS];
int m_PickupNinjaOffset;
int m_aPickupWeaponArmorOffset[4];
int m_aProjectileOffset[NUM_WEAPONS];
int m_aParticleSplatOffset[3];
};
#endif