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Add clang-tidy readability-redundant-inline-specifier (#1060)
* Add clang-tidy readability-redundant-inline-specifier * fix * Update CONTRIBUTING.md * format * fix
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@@ -9,8 +9,8 @@
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// SIZE 0x14
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class Mx3DPointFloat : public Vector3 {
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public:
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inline Mx3DPointFloat() : Vector3(m_elements) {}
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inline Mx3DPointFloat(float p_x, float p_y, float p_z) : Vector3(m_elements)
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Mx3DPointFloat() : Vector3(m_elements) {}
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Mx3DPointFloat(float p_x, float p_y, float p_z) : Vector3(m_elements)
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{
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m_elements[0] = p_x;
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m_elements[1] = p_y;
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@@ -18,9 +18,9 @@ public:
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}
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// FUNCTION: LEGO1 0x100343a0
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inline Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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Mx3DPointFloat(const Mx3DPointFloat& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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inline Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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Mx3DPointFloat(const Vector3& p_other) : Vector3(m_elements) { EqualsImpl(p_other.m_data); }
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// SYNTHETIC: LEGO1 0x1001d170
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// Mx3DPointFloat::Mx3DPointFloat
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@@ -28,12 +28,12 @@ public:
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// FUNCTION: LEGO1 0x10003c10
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virtual void operator=(const Vector3& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x88
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inline float GetX() { return m_data[0]; }
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inline float GetY() { return m_data[1]; }
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inline float GetZ() { return m_data[2]; }
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float GetX() { return m_data[0]; }
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float GetY() { return m_data[1]; }
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float GetZ() { return m_data[2]; }
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inline float& operator[](int idx) { return m_data[idx]; }
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inline const float& operator[](int idx) const { return m_data[idx]; }
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float& operator[](int idx) { return m_data[idx]; }
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const float& operator[](int idx) const { return m_data[idx]; }
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// SYNTHETIC: LEGO1 0x10010c00
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// Mx3DPointFloat::operator=
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@@ -48,9 +48,9 @@ private:
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class Mx4DPointFloat : public Vector4 {
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public:
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// FUNCTION: LEGO1 0x10048290
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inline Mx4DPointFloat() : Vector4(m_elements) {}
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Mx4DPointFloat() : Vector4(m_elements) {}
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inline Mx4DPointFloat(float p_x, float p_y, float p_z, float p_a) : Vector4(m_elements)
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Mx4DPointFloat(float p_x, float p_y, float p_z, float p_a) : Vector4(m_elements)
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{
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m_elements[0] = p_x;
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m_elements[1] = p_y;
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@@ -58,13 +58,13 @@ public:
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m_elements[3] = p_a;
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}
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inline Mx4DPointFloat(const Mx4DPointFloat& p_other) : Vector4(m_elements) { EqualsImpl(p_other.m_data); }
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Mx4DPointFloat(const Mx4DPointFloat& p_other) : Vector4(m_elements) { EqualsImpl(p_other.m_data); }
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// FUNCTION: LEGO1 0x10003200
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virtual void operator=(const Vector4& p_impl) { EqualsImpl(p_impl.m_data); } // vtable+0x98
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inline float& operator[](int idx) { return m_data[idx]; }
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inline const float& operator[](int idx) const { return m_data[idx]; }
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float& operator[](int idx) { return m_data[idx]; }
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const float& operator[](int idx) const { return m_data[idx]; }
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// SYNTHETIC: LEGO1 0x10064b20
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// Mx4DPointFloat::operator=
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@@ -84,35 +84,35 @@ public:
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UnknownMx4DPointFloat() : m_unk0x30(0) {}
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// FUNCTION: BETA10 0x1004a9b0
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inline void Unknown1(Matrix4& p_m1, Matrix4& p_m2)
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void Unknown1(Matrix4& p_m1, Matrix4& p_m2)
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{
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Unknown2(p_m1);
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Unknown3(p_m2);
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}
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// FUNCTION: BETA10 0x1004a9f0
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inline void Unknown2(Matrix4& p_m)
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void Unknown2(Matrix4& p_m)
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{
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p_m.ToQuaternion(m_unk0x00);
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m_unk0x30 |= c_bit1;
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}
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// FUNCTION: BETA10 0x1004aa30
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inline void Unknown3(Matrix4& p_m)
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void Unknown3(Matrix4& p_m)
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{
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p_m.ToQuaternion(m_unk0x18);
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m_unk0x30 |= c_bit2;
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}
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// FUNCTION: BETA10 0x10180b80
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inline void Unknown4(Vector4& p_v)
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void Unknown4(Vector4& p_v)
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{
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m_unk0x00 = p_v;
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m_unk0x30 |= c_bit1;
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}
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// FUNCTION: BETA10 0x10180bc0
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inline void Unknown5(Vector4& p_v)
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void Unknown5(Vector4& p_v)
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{
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m_unk0x18 = p_v;
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m_unk0x30 |= c_bit2;
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@@ -8,12 +8,12 @@
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class MxMatrix : public Matrix4 {
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public:
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// FUNCTION: LEGO1 0x1006b120
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inline MxMatrix() : Matrix4(m_elements) {}
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MxMatrix() : Matrix4(m_elements) {}
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// FUNCTION: LEGO1 0x10032770
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inline MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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MxMatrix(const MxMatrix& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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inline MxMatrix(const Matrix4& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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MxMatrix(const Matrix4& p_matrix) : Matrix4(m_elements) { Equals(p_matrix); }
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float* operator[](int idx) { return m_data[idx]; }
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const float* operator[](int idx) const { return m_data[idx]; }
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