Run clang-format on the entire codebase
FossilOrigin-Name: 0a0d4f91558171cf85e108964a5fed9e1c390a8343e9d2eda086c9c20fde7d1a
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37 changed files with 9648 additions and 7254 deletions
55
src/protos.h
55
src/protos.h
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@ -1,7 +1,8 @@
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// protos for ALL external functions in cube...
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// protos for ALL external functions in cube...
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// command
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extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist);
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extern int variable(char *name, int min, int cur, int max, int *storage,
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void (*fun)(), bool persist);
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extern void setvar(char *name, int i);
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extern int getvar(char *name);
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extern bool identexists(char *name);
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@ -39,7 +40,8 @@ extern void writeservercfg();
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extern void gl_init(int w, int h);
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extern void cleangl();
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extern void gl_drawframe(int w, int h, float curfps);
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extern bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp = false);
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extern bool installtex(
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int tnum, char *texname, int &xs, int &ys, bool clamp = false);
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extern void mipstats(int a, int b, int c);
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extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
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extern void addstrip(int tex, int start, int n);
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@ -47,10 +49,16 @@ extern int lookuptexture(int tex, int &xs, int &ys);
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// rendercubes
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extern void resetcubes();
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extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
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extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
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extern void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool topleft);
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extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);
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extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1,
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sqr *l2, sqr *l3, sqr *l4, bool isceil);
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extern void render_flatdelta(int wtex, int x, int y, int size, float h1,
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float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4,
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bool isceil);
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extern void render_square(int wtex, float floor1, float floor2, float ceil1,
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float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2,
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bool topleft);
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extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2,
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sqr *s, sqr *t, sqr *u, sqr *v);
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extern void addwaterquad(int x, int y, int size);
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extern int renderwater(float hf);
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extern void finishstrips();
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@ -75,7 +83,7 @@ extern void changemapserv(char *name, int mode);
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extern void writeclientinfo(FILE *f);
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// clientgame
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extern void mousemove(int dx, int dy);
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extern void mousemove(int dx, int dy);
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extern void updateworld(int millis);
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extern void startmap(char *name);
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extern void changemap(char *name);
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@ -93,7 +101,8 @@ extern void fixplayer1range();
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// clientextras
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extern void renderclients();
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extern void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale);
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extern void renderclient(
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dynent *d, bool team, char *mdlname, bool hellpig, float scale);
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void showscores(bool on);
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extern void renderscores();
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@ -107,17 +116,20 @@ extern int findentity(int type, int index = 0);
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extern void trigger(int tag, int type, bool savegame);
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extern void resettagareas();
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extern void settagareas();
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extern entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4);
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extern entity *newentity(
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int x, int y, int z, char *what, int v1, int v2, int v3, int v4);
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// worldlight
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extern void calclight();
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extern void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner);
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extern void dodynlight(
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vec &vold, vec &v, int reach, int strength, dynent *owner);
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extern void cleardlights();
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extern block *blockcopy(block &b);
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extern void blockpaste(block &b);
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// worldrender
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extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h);
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extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
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float widef, int w, int h);
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// worldocull
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extern void computeraytable(float vx, float vy);
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@ -153,7 +165,8 @@ extern void dot(int x, int y, float z);
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extern void linestyle(float width, int r, int g, int b);
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extern void newsphere(vec &o, float max, int type);
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extern void renderspheres(int time);
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extern void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater);
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extern void gl_drawhud(
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int w, int h, int curfps, int nquads, int curvert, bool underwater);
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extern void readdepth(int w, int h);
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extern void blendbox(int x1, int y1, int x2, int y2, bool border);
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extern void damageblend(int n);
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@ -191,11 +204,14 @@ extern void initsound();
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extern void cleansound();
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// rendermd2
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extern void rendermodel(char *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap = 0, int basetime = 0);
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extern void rendermodel(char *mdl, int frame, int range, int tex, float rad,
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float x, float y, float z, float yaw, float pitch, bool teammate,
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float scale, float speed, int snap = 0, int basetime = 0);
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extern mapmodelinfo &getmminfo(int i);
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// server
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extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl);
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extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip,
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char *master, char *passwd, int maxcl);
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extern void cleanupserver();
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extern void localconnect();
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extern void localdisconnect();
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@ -208,15 +224,17 @@ extern void startintermission();
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extern void restoreserverstate(vector<entity> &ents);
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extern uchar *retrieveservers(uchar *buf, int buflen);
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extern char msgsizelookup(int msg);
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extern void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull);
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extern void serverms(int mode, int numplayers, int minremain, char *smapname,
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int seconds, bool isfull);
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extern void servermsinit(const char *master, char *sdesc, bool listen);
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extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
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extern ENetPacket *recvmap(int n);
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// weapon
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extern void selectgun(int a = -1, int b = -1, int c =-1);
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extern void selectgun(int a = -1, int b = -1, int c = -1);
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extern void shoot(dynent *d, vec &to);
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extern void shootv(int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
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extern void shootv(
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int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
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extern void createrays(vec &from, vec &to);
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extern void moveprojectiles(float time);
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extern void projreset();
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@ -246,4 +264,3 @@ extern void baseammo(int gun);
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// rndmap
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extern void perlinarea(block &b, int scale, int seed, int psize);
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