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Add initial .clang-tidy and fixes
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@@ -28,8 +28,9 @@ public:
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float* dest = m_elements;
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const float* src = p_other.m_elements;
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for (size_t i = sizeof(m_elements) / sizeof(float); i > 0; --i)
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for (size_t i = sizeof(m_elements) / sizeof(float); i > 0; --i) {
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*dest++ = *src++;
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}
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}
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inline void EqualsCross(Mx3DPointFloat& p_a, Mx3DPointFloat& p_b) { EqualsCrossImpl(p_a.m_data, p_b.m_data); }
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@@ -11,7 +11,7 @@ public:
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inline MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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// FUNCTION: LEGO1 0x10002850
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virtual void operator=(const Matrix4& p_matrix) { Equals(p_matrix); } // vtable+0x28
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void operator=(const Matrix4& p_matrix) override { Equals(p_matrix); } // vtable+0x28
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// No idea why there's another equals. Maybe to some other type like the
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// DirectX Retained Mode Matrix type which is also a float* alias?
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