From: sf17k Date: Mon, 30 Jul 2012 04:15:14 +0000 (-0400) Subject: clean up formatting in Person.h X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=e724a1c4bd1f94b55ac1331bedd32c51eebb08d9;p=lugaru.git clean up formatting in Person.h --- diff --git a/Source/Person.h b/Source/Person.h index f37a0ee..31bb431 100644 --- a/Source/Person.h +++ b/Source/Person.h @@ -118,7 +118,8 @@ class Person float damagetolerance; float damage; float permanentdamage; - float superpermanentdamage; float lastcollide; + float superpermanentdamage; + float lastcollide; int dead; float jumppower; @@ -190,7 +191,8 @@ class Person bool loaded; bool whichdirection; float whichdirectiondelay; - bool avoidsomething; XYZ avoidwhere; + bool avoidsomething; + XYZ avoidwhere; float blooddimamount; float staggerdelay; @@ -250,7 +252,8 @@ class Person bool bled; bool spurt; bool onfire; - float onfiredelay; float burnt; + float onfiredelay; + float burnt; float fireduration; float flamedelay; @@ -293,7 +296,8 @@ class Person float lastchecktime; float stunned; float surprised; - float runninghowlong; int lastoccluded; + float runninghowlong; + int lastoccluded; int laststanding; int escapednum; @@ -312,101 +316,52 @@ class Person float occluded; + bool jumpclimb; + + + void CheckKick(); void CatchFire(); void DoBlood(float howmuch, int which); void DoBloodBig(float howmuch, int which); bool DoBloodBigWhere(float howmuch, int which, XYZ where); - bool wasIdle() - { - return animation_bits[currentanimation] & ab_idle; - } - bool isIdle() - { - return animation_bits[targetanimation] & ab_idle; - } + bool wasIdle() { return animation_bits[currentanimation] & ab_idle; } + bool isIdle() { return animation_bits[targetanimation] & ab_idle; } int getIdle(); - bool isSitting() - { - return animation_bits[targetanimation] & ab_sit; - } + bool isSitting() { return animation_bits[targetanimation] & ab_sit; } - bool isSleeping() - { - return animation_bits[targetanimation] & ab_sleep; - } + bool isSleeping() { return animation_bits[targetanimation] & ab_sleep; } - bool wasCrouch() - { - return animation_bits[currentanimation] & ab_crouch; - } - bool isCrouch() - { - return animation_bits[targetanimation] & ab_crouch; - } + bool wasCrouch() { return animation_bits[currentanimation] & ab_crouch; } + bool isCrouch() { return animation_bits[targetanimation] & ab_crouch; } int getCrouch(); - bool wasStop() - { - return animation_bits[currentanimation] & ab_stop; - } - bool isStop() - { - return animation_bits[targetanimation] & ab_stop; - } + bool wasStop() { return animation_bits[currentanimation] & ab_stop; } + bool isStop() { return animation_bits[targetanimation] & ab_stop; } int getStop(); bool wasSneak(); bool isSneak(); int getSneak(); - bool wasRun() - { - return animation_bits[currentanimation] & ab_run; - } - bool isRun() - { - return animation_bits[targetanimation] & ab_run; - } + bool wasRun() { return animation_bits[currentanimation] & ab_run; } + bool isRun() { return animation_bits[targetanimation] & ab_run; } int getRun(); - bool wasLanding() - { - return animation_bits[currentanimation] & ab_land; - } - bool isLanding() - { - return animation_bits[targetanimation] & ab_land; - } + bool wasLanding() { return animation_bits[currentanimation] & ab_land; } + bool isLanding() { return animation_bits[targetanimation] & ab_land; } int getLanding(); - bool wasLandhard() - { - return animation_bits[currentanimation] & ab_landhard; - } - bool isLandhard() - { - return animation_bits[targetanimation] & ab_landhard; - } + bool wasLandhard() { return animation_bits[currentanimation] & ab_landhard; } + bool isLandhard() { return animation_bits[targetanimation] & ab_landhard; } int getLandhard(); - bool wasFlip() - { - return animation_bits[currentanimation] & ab_flip; - } - bool isFlip() - { - return animation_bits[targetanimation] & ab_flip; - } - - bool jumpclimb; + bool wasFlip() { return animation_bits[currentanimation] & ab_flip; } + bool isFlip() { return animation_bits[targetanimation] & ab_flip; } - bool isWallJump() - { - return animation_bits[targetanimation] & ab_walljump; - } + bool isWallJump() { return animation_bits[targetanimation] & ab_walljump; } void Reverse(); void DoDamage(float howmuch); void DoHead();