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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -24,7 +24,7 @@ namespace Movement
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enum eFlags
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{
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None = 0x00000000,
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// x00-xFF(first byte) used as animation Ids storage in pair with Animation flag
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// x00-xFF(first byte) used as animation Ids storage in pair with Animation flag
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Done = 0x00000100,
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Falling = 0x00000200, // Affects elevation computation, can't be combined with Parabolic flag
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No_Spline = 0x00000400,
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@@ -59,21 +59,21 @@ namespace Movement
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// CatmullRom interpolation mode used
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Mask_CatmullRom = Flying | Catmullrom,
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// Unused, not suported flags
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Mask_Unused = No_Spline|Enter_Cycle|Frozen|Unknown7|Unknown8|Unknown10|Unknown11|Unknown12|Unknown13
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Mask_Unused = No_Spline | Enter_Cycle | Frozen | Unknown7 | Unknown8 | Unknown10 | Unknown11 | Unknown12 | Unknown13
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};
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inline uint32& raw() { return (uint32&)*this; }
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inline const uint32& raw() const { return (const uint32&)*this; }
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inline uint32& raw() { return (uint32&) * this; }
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inline const uint32& raw() const { return (const uint32&) * this; }
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MoveSplineFlag() { raw() = 0; }
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MoveSplineFlag(uint32 f) { raw() = f; }
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MoveSplineFlag(const MoveSplineFlag& f) { raw() = f.raw(); }
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/* requried as of C++ 11 */
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#if __cplusplus >= 201103L
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#if __cplusplus >= 201103L
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MoveSplineFlag(MoveSplineFlag&&) = default;
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MoveSplineFlag& operator=(const MoveSplineFlag&) = default;
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MoveSplineFlag& operator=(MoveSplineFlag&&) = default;
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#endif
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#endif
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// Constant interface
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