mirror of https://github.com/zeldaret/oot.git
				
				
				
			`.clang-format`: break short enums, TypenameMacros (#1671)
* IndentPPDirectives: AfterHash * AllowShortEnumsOnASingleLine: false * IndentPPDirectives: BeforeHash * format * format * TypenameMacros: [BAD_RETURN] * IndentPPDirectives: None
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			@ -7,6 +7,7 @@ BreakBeforeBraces: Attach
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SpaceAfterCStyleCast: false
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Cpp11BracedListStyle: false
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IndentCaseLabels: true
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IndentPPDirectives: None
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BinPackArguments: true
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BinPackParameters: true
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AlignAfterOpenBracket: Align
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			@ -18,6 +19,8 @@ AllowShortIfStatementsOnASingleLine: false
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AllowShortLoopsOnASingleLine: false
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AllowShortCaseLabelsOnASingleLine: false
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AllowShortFunctionsOnASingleLine: false
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AllowShortEnumsOnASingleLine: false
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AlignEscapedNewlines: Left
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AlignTrailingComments: true
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SortIncludes: false
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TypenameMacros: ['BAD_RETURN']
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			@ -69,7 +69,12 @@ F3dzexFlag sUCodeDisasMtxFlags[] = {
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    F3DZEX_FLAG(G_MTX_PUSH, G_MTX_NOPUSH),
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};
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typedef enum { COMBINER_A = 1, COMBINER_B, COMBINER_C, COMBINER_D } CombinerArg;
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typedef enum {
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    COMBINER_A = 1,
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    COMBINER_B,
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    COMBINER_C,
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    COMBINER_D
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} CombinerArg;
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const char* UCodeDisas_GetCombineColorName(u32 value, u32 arg) {
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    const char* ret = "?";
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			@ -1374,9 +1374,8 @@ s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame) {
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/**
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 * Initializes a normal skeleton to a looping animation, dynamically allocating the frame tables if not provided.
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 */
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BAD_RETURN(s32)
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SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation,
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               Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
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BAD_RETURN(s32) SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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                               AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
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    SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
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    skelAnime->limbCount = skeletonHeader->limbCount + 1;
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			@ -1405,9 +1404,8 @@ SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHe
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/**
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 * Initializes a flex skeleton to a looping animation, dynamically allocating the frame tables if not given.
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 */
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BAD_RETURN(s32)
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SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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                   AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
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BAD_RETURN(s32) SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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                                   AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount) {
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    FlexSkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
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    skelAnime->limbCount = skeletonHeader->sh.limbCount + 1;
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			@ -1440,9 +1438,8 @@ SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* sk
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/**
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 * Initializes a skeleton with SkinLimbs to a looping animation, dynamically allocating the frame tables.
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 */
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BAD_RETURN(s32)
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SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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                   AnimationHeader* animation) {
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BAD_RETURN(s32) SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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                                   AnimationHeader* animation) {
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    SkeletonHeader* skeletonHeader = SEGMENTED_TO_VIRTUAL(skeletonHeaderSeg);
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    skelAnime->limbCount = skeletonHeader->limbCount + 1;
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