Revert "clang format"

This reverts commit 1be5ad18f5.
This commit is contained in:
aMannus 2025-06-30 11:16:19 +02:00
commit 4fb83e309e
38 changed files with 98 additions and 103 deletions

View file

@ -45,5 +45,5 @@ for ($i = 0; $i -lt $files.Length; $i++) {
$file = $files[$i]
$relativePath = $file.FullName.Substring($basePath.Length + 1)
Write-Host "Formatting [$($i+1)/$($files.Length)] $relativePath"
clang-format -i $file.FullName
.\clang-format.exe -i $file.FullName
}

View file

@ -206,10 +206,13 @@ typedef struct {
std::string french;
} GetItemMessage;
#define GIMESSAGE(giid, iid, english, german, french) { giid, iid, english, german, french }
#define GIMESSAGE(giid, iid, english, german, french) \
{ giid, iid, english, german, french }
#define GIMESSAGE_UNTRANSLATED(giid, iid, message) { giid, iid, message, message, message }
#define GIMESSAGE_UNTRANSLATED(giid, iid, message) \
{ giid, iid, message, message, message }
#define GIMESSAGE_NO_GERMAN(giid, iid, english, french) { giid, iid, english, english, french }
#define GIMESSAGE_NO_GERMAN(giid, iid, english, french) \
{ giid, iid, english, english, french }
#endif

View file

@ -30,19 +30,17 @@ typedef enum GetItemCategory {
} GetItemCategory;
#define GET_ITEM(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, getItemId) \
{ itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), \
textId, objectId, modIndex, \
modIndex, getItemId, drawId, \
true, ITEM_FROM_NPC, itemCategory, \
itemId, modIndex, NULL }
{ \
itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), textId, objectId, modIndex, \
modIndex, getItemId, drawId, true, ITEM_FROM_NPC, itemCategory, itemId, modIndex, NULL \
}
#define GET_ITEM_CUSTOM_TABLE(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, tableId, \
getItemId) \
{ itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), \
textId, objectId, modIndex, \
tableId, getItemId, drawId, \
true, ITEM_FROM_NPC, itemCategory, \
itemId, modIndex, NULL }
{ \
itemId, field, (int16_t)((chestAnim != CHEST_ANIM_SHORT ? 1 : -1) * (drawId + 1)), textId, objectId, modIndex, \
tableId, getItemId, drawId, true, ITEM_FROM_NPC, itemCategory, itemId, modIndex, NULL \
}
#define GET_ITEM_NONE \
{ ITEM_NONE, 0, 0, 0, 0, 0, 0, 0, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_JUNK, ITEM_NONE, 0, NULL }

View file

@ -29,21 +29,10 @@ void Randomizer_DrawBombchuBag(PlayState* play, GetItemEntry* getItemEntry);
void Randomizer_DrawOverworldKey(PlayState* play, GetItemEntry* getItemEntry);
#define GET_ITEM_MYSTERY \
{ ITEM_NONE_FE, \
0, \
0, \
0, \
0, \
MOD_RANDOMIZER, \
MOD_RANDOMIZER, \
ITEM_NONE_FE, \
0, \
false, \
ITEM_FROM_NPC, \
ITEM_CATEGORY_JUNK, \
ITEM_NONE_FE, \
MOD_RANDOMIZER, \
(CustomDrawFunc)Randomizer_DrawMysteryItem }
{ \
ITEM_NONE_FE, 0, 0, 0, 0, MOD_RANDOMIZER, MOD_RANDOMIZER, ITEM_NONE_FE, 0, false, ITEM_FROM_NPC, \
ITEM_CATEGORY_JUNK, ITEM_NONE_FE, MOD_RANDOMIZER, (CustomDrawFunc)Randomizer_DrawMysteryItem \
}
#ifdef __cplusplus
};
#endif

View file

@ -62,7 +62,8 @@ class EventAccess {
std::string CleanCheckConditionString(std::string condition);
#define LOCATION(check, condition) \
LocationAccess(check, [] { return condition; }, CleanCheckConditionString(#condition))
LocationAccess( \
check, [] { return condition; }, CleanCheckConditionString(#condition))
// this class is meant to hold an item location with a boolean function to determine its accessibility from a specific
// area

View file

@ -76,8 +76,12 @@ typedef struct {
extern EntranceTrackingData gEntranceTrackingData;
#define SINGLE_SCENE_INFO(scene) { { scene, -1 } }
#define SCENE_NO_SPAWN(scene) { scene, -1 }
#define SINGLE_SCENE_INFO(scene) \
{ \
{ scene, -1 } \
}
#define SCENE_NO_SPAWN(scene) \
{ scene, -1 }
void SetCurrentGrottoIDForTracker(int16_t entranceIndex);
void SetLastEntranceOverrideForTracker(int16_t entranceIndex);

View file

@ -19,9 +19,11 @@ bool HasSong(ItemTrackerItem);
bool HasQuestItem(ItemTrackerItem);
bool HasEquipment(ItemTrackerItem);
#define ITEM_TRACKER_ITEM(id, data, drawFunc) { id, #id, #id "_Faded", data, drawFunc }
#define ITEM_TRACKER_ITEM(id, data, drawFunc) \
{ id, #id, #id "_Faded", data, drawFunc }
#define ITEM_TRACKER_ITEM_CUSTOM(id, name, nameFaded, data, drawFunc) { id, #name, #nameFaded "_Faded", data, drawFunc }
#define ITEM_TRACKER_ITEM_CUSTOM(id, name, nameFaded, data, drawFunc) \
{ id, #name, #nameFaded "_Faded", data, drawFunc }
static std::vector<const char*> itemTrackerWindowIDs = { "Item Tracker",
"Inventory Items Tracker",

View file

@ -852,8 +852,8 @@ void SaveStateMgr::ProcessSaveStateRequests(void) {
SPDLOG_ERROR("Invalid SaveState slot: {}", request.slot);
}
break;
[[unlikely]] default:
SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
[[unlikely]] default
: SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
break;
}
this->requests.pop();
@ -882,8 +882,8 @@ SaveStateReturn SaveStateMgr::AddRequest(const SaveStateRequest request) {
1.0f, true, "state slot %u empty", request.slot);
return SaveStateReturn::FAIL_INVALID_SLOT;
}
[[unlikely]] default:
SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
[[unlikely]] default
: SPDLOG_ERROR("Invalid SaveState request type: Unknown ({})", static_cast<int>(request.type));
return SaveStateReturn::FAIL_BAD_REQUEST;
}
}

View file

@ -1411,8 +1411,7 @@ extern "C" void Graph_StartFrame() {
case SaveStateReturn::FAIL_WRONG_GAMESTATE:
SPDLOG_ERROR("[SOH] Can not save a state outside of \"GamePlay\"");
break;
[[unlikely]] default:
break;
[[unlikely]] default : break;
}
break;
}
@ -1454,8 +1453,7 @@ extern "C" void Graph_StartFrame() {
case SaveStateReturn::FAIL_WRONG_GAMESTATE:
SPDLOG_ERROR("[SOH] Can not load a state outside of \"GamePlay\"");
break;
[[unlikely]] default:
break;
[[unlikely]] default : break;
}
break;

View file

@ -166,8 +166,8 @@ void SohMenu::AddMenuNetwork() {
AddWidget(path, "Spawned Enemies Ignored Ingame", WIDGET_CVAR_CHECKBOX)
.CVar(CVAR_REMOTE_CROWD_CONTROL("SpawnedEnemiesIgnoredIngame"))
.RaceDisable(true)
.Options(CheckboxOptions().Tooltip("Enemies spawned by CrowdControl won't be considered for \"clear enemy "
"rooms\", so they don't need to be killed to complete these rooms."));
.Options(CheckboxOptions().Tooltip(
"Enemies spawned by CrowdControl won't be considered for \"clear enemy rooms\", so they don't need to be killed to complete these rooms."));
}
} // namespace SohGui