clang format

This commit is contained in:
aMannus 2025-06-30 11:35:39 +02:00
commit 77171fa035
3 changed files with 8 additions and 8 deletions

View file

@ -382,10 +382,10 @@ GameInteractionEffectQueryResult ModifyMovementSpeedMultiplier::CanBeApplied() {
}
void ModifyMovementSpeedMultiplier::_Apply() {
if (parameters[0] == -2) {
GameInteractor::State::MovementSpeedMultiplier = 0.5f;
} else if (parameters[0] == 2) {
GameInteractor::State::MovementSpeedMultiplier = 2.0f;
}
GameInteractor::State::MovementSpeedMultiplier = 0.5f;
} else if (parameters[0] == 2) {
GameInteractor::State::MovementSpeedMultiplier = 2.0f;
}
}
void ModifyMovementSpeedMultiplier::_Remove() {
GameInteractor::State::MovementSpeedMultiplier = 1.0f;

View file

@ -156,7 +156,7 @@ class ForceEquipBoots : public RemovableGameInteractionEffect, public Parameteri
void _Remove() override;
};
class ModifyMovementSpeedMultiplier: public RemovableGameInteractionEffect, public ParameterizedGameInteractionEffect {
class ModifyMovementSpeedMultiplier : public RemovableGameInteractionEffect, public ParameterizedGameInteractionEffect {
GameInteractionEffectQueryResult CanBeApplied() override;
void _Apply() override;
void _Remove() override;
@ -200,7 +200,7 @@ class SetCollisionViewer : public RemovableGameInteractionEffect {
void _Remove() override;
};
class RandomizeCosmetics: public GameInteractionEffectBase {
class RandomizeCosmetics : public GameInteractionEffectBase {
GameInteractionEffectQueryResult CanBeApplied() override;
void _Apply() override;
};

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