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https://github.com/minetest/irrlicht.git
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Reformat the code, using:
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
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@ -6,14 +6,15 @@
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// File format designed by Mark Sibly for the Blitz3D engine and has been
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// declared public domain
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#pragma once
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#include "SMaterial.h"
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#include "irrMath.h"
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namespace irr {
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namespace scene {
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namespace irr
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{
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namespace scene
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{
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struct SB3dChunkHeader
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{
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@ -23,14 +24,14 @@ struct SB3dChunkHeader
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struct SB3dChunk
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{
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SB3dChunk(const SB3dChunkHeader& header, long sp)
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: length(header.size+8), startposition(sp)
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SB3dChunk(const SB3dChunkHeader &header, long sp) :
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length(header.size + 8), startposition(sp)
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{
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length = core::max_(length, 8);
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name[0]=header.name[0];
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name[1]=header.name[1];
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name[2]=header.name[2];
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name[3]=header.name[3];
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name[0] = header.name[0];
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name[1] = header.name[1];
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name[2] = header.name[2];
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name[3] = header.name[3];
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}
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c8 name[4];
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s32 length;
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@ -51,17 +52,18 @@ struct SB3dTexture
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struct SB3dMaterial
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{
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SB3dMaterial() : red(1.0f), green(1.0f),
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blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
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fx(0)
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SB3dMaterial() :
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red(1.0f), green(1.0f),
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blue(1.0f), alpha(1.0f), shininess(0.0f), blend(1),
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fx(0)
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{
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for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
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Textures[i]=0;
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for (u32 i = 0; i < video::MATERIAL_MAX_TEXTURES; ++i)
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Textures[i] = 0;
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}
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video::SMaterial Material;
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f32 red, green, blue, alpha;
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f32 shininess;
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s32 blend,fx;
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s32 blend, fx;
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SB3dTexture *Textures[video::MATERIAL_MAX_TEXTURES];
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};
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