Merge pull request #719 from DarkflameUniverse/unix-line-endings

Unix line endings
This commit is contained in:
Aaron Kimbrell 2022-08-08 09:33:43 -05:00 committed by GitHub
commit 2d0faae759
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GPG Key ID: 4AEE18F83AFDEB23
133 changed files with 135 additions and 132 deletions

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# add semi-colons to macros consistently
9e4ce24fd2851e65df776dd9c57bcb0d45f4453a
# convert to unix line endings
72477e01e2711e0f61cdb192ee266e5e21b8846f

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#include "ZCompression.h"
#include "ZCompression.h"
#ifndef _WIN32

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#pragma once
#pragma once
#include <cstdint>

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#include "Player.h"
#include "Player.h"
#include <ctime>

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#pragma once
#pragma once
#include "Entity.h"

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#include "AirMovementBehavior.h"
#include "AirMovementBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"

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#pragma once
#pragma once
#include "Behavior.h"
class AirMovementBehavior final : public Behavior

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#include "AndBehavior.h"
#include "AndBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include <vector>

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#include "AreaOfEffectBehavior.h"
#include "AreaOfEffectBehavior.h"
#include <vector>

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#pragma once
#pragma once
#include "Behavior.h"
class AreaOfEffectBehavior final : public Behavior

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#include "AttackDelayBehavior.h"
#include "AttackDelayBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"

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#pragma once
#pragma once
#include "Behavior.h"
class AttackDelayBehavior final : public Behavior

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#include "BasicAttackBehavior.h"
#include "BasicAttackBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include "Behavior.h"
class BasicAttackBehavior final : public Behavior

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#include <sstream>
#include <sstream>
#include <algorithm>
#include "Behavior.h"

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#pragma once
#pragma once
#include <map>
#include <string>

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#include "BehaviorBranchContext.h"
#include "BehaviorBranchContext.h"
BehaviorBranchContext::BehaviorBranchContext() {

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#pragma once
#pragma once
#include "dCommonVars.h"
#include "NiPoint3.h"

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#include "BehaviorContext.h"
#include "BehaviorContext.h"
#include "Behavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"

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#pragma once
#pragma once
#include "RakPeerInterface.h"
#include "dCommonVars.h"

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#pragma once
#pragma once
#ifndef BEHAVIORSLOT_H
#define BEHAVIORSLOT_H

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@ -1 +1 @@
#include "BehaviorTemplates.h"
#include "BehaviorTemplates.h"

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#pragma once
#pragma once
enum class BehaviorTemplates : unsigned int {
BEHAVIOR_EMPTY, // Not a real behavior, indicates invalid behaviors

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#include "BlockBehavior.h"
#include "BlockBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class BlockBehavior final : public Behavior

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#include "BuffBehavior.h"
#include "BuffBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class BuffBehavior final : public Behavior

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@ -1,4 +1,4 @@
#include "ChainBehavior.h"
#include "ChainBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include "Behavior.h"

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#include "ChargeUpBehavior.h"
#include "ChargeUpBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include "Behavior.h"
class ChargeUpBehavior final : public Behavior

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#include "ClearTargetBehavior.h"
#include "ClearTargetBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class ClearTargetBehavior final : public Behavior

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#include "DamageAbsorptionBehavior.h"
#include "DamageAbsorptionBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class DamageAbsorptionBehavior final : public Behavior

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#include "DurationBehavior.h"
#include "DurationBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class DurationBehavior final : public Behavior

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#include "EmptyBehavior.h"
#include "EmptyBehavior.h"

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#pragma once
#pragma once
#include "Behavior.h"

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#include "EndBehavior.h"
#include "EndBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class EndBehavior final : public Behavior

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#include "ForceMovementBehavior.h"
#include "ForceMovementBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "ControllablePhysicsComponent.h"

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#pragma once
#pragma once
#include "Behavior.h"
class ForceMovementBehavior final : public Behavior

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#include "HealBehavior.h"
#include "HealBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include "Behavior.h"
class HealBehavior final : public Behavior

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#include "ImaginationBehavior.h"
#include "ImaginationBehavior.h"
#include "BehaviorBranchContext.h"
#include "DestroyableComponent.h"
#include "dpWorld.h"

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#pragma once
#pragma once
#include "Behavior.h"
class ImaginationBehavior final : public Behavior

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#include "ImmunityBehavior.h"
#include "ImmunityBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class ImmunityBehavior final : public Behavior

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#include "InterruptBehavior.h"
#include "InterruptBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "Game.h"

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#pragma once
#pragma once
#include "Behavior.h"
class InterruptBehavior final : public Behavior

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#define _USE_MATH_DEFINES
#define _USE_MATH_DEFINES
#include <cmath>
#include "KnockbackBehavior.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class KnockbackBehavior final : public Behavior

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#include "MovementSwitchBehavior.h"
#include "MovementSwitchBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include "Behavior.h"
class MovementSwitchBehavior final : public Behavior

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#include "NpcCombatSkillBehavior.h"
#include "NpcCombatSkillBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class NpcCombatSkillBehavior final : public Behavior

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#include "PlayEffectBehavior.h"
#include "PlayEffectBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class PlayEffectBehavior final : public Behavior

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@ -1,4 +1,4 @@
#include "ProjectileAttackBehavior.h"
#include "ProjectileAttackBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"

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@ -1,4 +1,4 @@
#pragma once
#pragma once
#include "Behavior.h"
#include "NiPoint3.h"

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@ -1,4 +1,4 @@
#include "PullToPointBehavior.h"
#include "PullToPointBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class PullToPointBehavior final : public Behavior

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#include "RepairBehavior.h"
#include "RepairBehavior.h"
#include "BehaviorBranchContext.h"
#include "DestroyableComponent.h"
#include "dpWorld.h"

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#pragma once
#pragma once
#include "Behavior.h"
class RepairBehavior final : public Behavior

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#include "SkillCastFailedBehavior.h"
#include "SkillCastFailedBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class SkillCastFailedBehavior final : public Behavior

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@ -1,4 +1,4 @@
#include "SpawnBehavior.h"
#include "SpawnBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class SpawnBehavior final : public Behavior

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#include "SpawnQuickbuildBehavior.h"
#include "SpawnQuickbuildBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class SpawnQuickbuildBehavior final : public Behavior

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#include "StartBehavior.h"
#include "StartBehavior.h"
#include "BehaviorBranchContext.h"
void StartBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch) {

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#pragma once
#pragma once
#include "Behavior.h"
class StartBehavior final : public Behavior

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#include "StunBehavior.h"
#include "StunBehavior.h"
#include "BaseCombatAIComponent.h"
#include "BehaviorBranchContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class StunBehavior final : public Behavior

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#include "SwitchBehavior.h"
#include "SwitchBehavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include "Behavior.h"
class SwitchBehavior final : public Behavior

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#include "SwitchMultipleBehavior.h"
#include "SwitchMultipleBehavior.h"
#include <sstream>

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#pragma once
#pragma once
#include "Behavior.h"
#include <vector>

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#include "TacArcBehavior.h"
#include "TacArcBehavior.h"
#include "BehaviorBranchContext.h"
#include "Game.h"
#include "dLogger.h"

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#pragma once
#pragma once
#include "Behavior.h"
#include "dCommonVars.h"
#include "NiPoint3.h"

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#include "TargetCasterBehavior.h"
#include "TargetCasterBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"

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#pragma once
#pragma once
#include "Behavior.h"
class TargetCasterBehavior final : public Behavior

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#include "VerifyBehavior.h"
#include "VerifyBehavior.h"
#include "BehaviorBranchContext.h"
#include "EntityManager.h"
#include "NiPoint3.h"

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#pragma once
#pragma once
#include "Behavior.h"
class VerifyBehavior final : public Behavior

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#include "MovementAIComponent.h"
#include "MovementAIComponent.h"
#include <utility>
#include <cmath>

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#pragma once
#pragma once
#include <map>

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#include "PropertyManagementComponent.h"
#include "PropertyManagementComponent.h"
#include <sstream>

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#pragma once
#pragma once
#include <chrono>
#include "Entity.h"

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#include "PropertyVendorComponent.h"
#include "PropertyVendorComponent.h"
#include "PropertyDataMessage.h"
#include "GameMessages.h"

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#pragma once
#pragma once
#include "Entity.h"
#include "Component.h"

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#include "PropertyDataMessage.h"
#include "PropertyDataMessage.h"
#include "GeneralUtils.h"

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#pragma once
#pragma once
#include <string>
#include <vector>

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#include "PropertySelectQueryProperty.h"
#include "PropertySelectQueryProperty.h"
void PropertySelectQueryProperty::Serialize(RakNet::BitStream& stream) const {
stream.Write(CloneId);

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#pragma once
#pragma once
#ifndef PROPERTYSELECTQUERY_H
#define PROPERTYSELECTQUERY_H

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#include "EquippedItem.h"
#include "EquippedItem.h"

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#pragma once
#pragma once
#ifndef INVENTORY_H
#define INVENTORY_H

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#include "Item.h"
#include "Item.h"
#include <sstream>

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#pragma once
#pragma once
#include "dCommonVars.h"
#include "Inventory.h"

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