From 4974675ae3e6cddefac3a2726a87c09d3edc83ae Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Mon, 1 Dec 2025 16:38:25 -0500 Subject: [PATCH 1/2] build: remove redundant inline specifiers from implicitly inline functions --- Core/GameEngine/Include/Common/AsciiString.h | 8 +-- Core/GameEngine/Include/Common/GameMemory.h | 4 +- .../GameEngine/Include/Common/UnicodeString.h | 8 +-- .../Include/GameClient/ClientRandomValue.h | 6 +-- .../Include/GameLogic/LogicRandomValue.h | 6 +-- .../Code/GameEngine/Include/Common/BitFlags.h | 52 +++++++++---------- .../Code/GameEngine/Include/Common/INI.h | 24 ++++----- .../Code/GameEngine/Include/Common/Money.h | 4 +- .../Include/Common/NameKeyGenerator.h | 2 +- .../Include/Common/SubsystemInterface.h | 4 +- .../GameEngine/Include/Common/TerrainTypes.h | 24 ++++----- .../Code/GameEngine/Include/Common/Thing.h | 12 ++--- .../Code/Libraries/Include/Lib/BaseType.h | 4 +- 13 files changed, 79 insertions(+), 79 deletions(-) diff --git a/Core/GameEngine/Include/Common/AsciiString.h b/Core/GameEngine/Include/Common/AsciiString.h index 53c1e83fc6..5af9cbe130 100644 --- a/Core/GameEngine/Include/Common/AsciiString.h +++ b/Core/GameEngine/Include/Common/AsciiString.h @@ -91,13 +91,13 @@ class AsciiString unsigned short m_numCharsAllocated; // length of data allocated // char m_stringdata[]; - inline char* peek() { return (char*)(this+1); } + char* peek() { return (char*)(this+1); } }; #ifdef RTS_DEBUG void validate() const; #else - inline void validate() const { } + void validate() const { } #endif protected: @@ -325,13 +325,13 @@ class AsciiString return true iff self starts with the given string. */ Bool startsWith(const char* p) const; - inline Bool startsWith(const AsciiString& stringSrc) const { return startsWith(stringSrc.str()); } + Bool startsWith(const AsciiString& stringSrc) const { return startsWith(stringSrc.str()); } /** return true iff self starts with the given string. (case insensitive) */ Bool startsWithNoCase(const char* p) const; - inline Bool startsWithNoCase(const AsciiString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } + Bool startsWithNoCase(const AsciiString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } /** return true iff self ends with the given string. diff --git a/Core/GameEngine/Include/Common/GameMemory.h b/Core/GameEngine/Include/Common/GameMemory.h index 8d173afec4..1ea96161ce 100644 --- a/Core/GameEngine/Include/Common/GameMemory.h +++ b/Core/GameEngine/Include/Common/GameMemory.h @@ -743,8 +743,8 @@ class MemoryPoolObject virtual ~MemoryPoolObject() { } protected: - inline void *operator new(size_t s) { DEBUG_CRASH(("This should be impossible")); return 0; } - inline void operator delete(void *p) { DEBUG_CRASH(("This should be impossible")); } + void *operator new(size_t s) { DEBUG_CRASH(("This should be impossible")); return 0; } + void operator delete(void *p) { DEBUG_CRASH(("This should be impossible")); } protected: diff --git a/Core/GameEngine/Include/Common/UnicodeString.h b/Core/GameEngine/Include/Common/UnicodeString.h index ee362284f9..ff66edfe47 100644 --- a/Core/GameEngine/Include/Common/UnicodeString.h +++ b/Core/GameEngine/Include/Common/UnicodeString.h @@ -91,13 +91,13 @@ class UnicodeString unsigned short m_numCharsAllocated; // length of data allocated // WideChar m_stringdata[]; - inline WideChar* peek() { return (WideChar*)(this+1); } + WideChar* peek() { return (WideChar*)(this+1); } }; #ifdef RTS_DEBUG void validate() const; #else - inline void validate() const { } + void validate() const { } #endif protected: @@ -310,13 +310,13 @@ class UnicodeString return true iff self starts with the given string. */ Bool startsWith(const WideChar* p) const; - inline Bool startsWith(const UnicodeString& stringSrc) const { return startsWith(stringSrc.str()); } + Bool startsWith(const UnicodeString& stringSrc) const { return startsWith(stringSrc.str()); } /** return true iff self starts with the given string. (case insensitive) */ Bool startsWithNoCase(const WideChar* p) const; - inline Bool startsWithNoCase(const UnicodeString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } + Bool startsWithNoCase(const UnicodeString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } /** return true iff self ends with the given string. diff --git a/Core/GameEngine/Include/GameClient/ClientRandomValue.h b/Core/GameEngine/Include/GameClient/ClientRandomValue.h index f5488a2666..3222cf4e71 100644 --- a/Core/GameEngine/Include/GameClient/ClientRandomValue.h +++ b/Core/GameEngine/Include/GameClient/ClientRandomValue.h @@ -75,9 +75,9 @@ class GameClientRandomVariable void setRange( Real low, Real high, DistributionType type = UNIFORM ); Real getValue( void ) const; ///< return a value from the random distribution - inline Real getMinimumValue( void ) const { return m_low; } - inline Real getMaximumValue( void ) const { return m_high; } - inline DistributionType getDistributionType( void ) const { return m_type; } + Real getMinimumValue( void ) const { return m_low; } + Real getMaximumValue( void ) const { return m_high; } + DistributionType getDistributionType( void ) const { return m_type; } protected: DistributionType m_type; ///< the kind of random distribution Real m_low, m_high; ///< the range of random values diff --git a/Core/GameEngine/Include/GameLogic/LogicRandomValue.h b/Core/GameEngine/Include/GameLogic/LogicRandomValue.h index 1ba4824304..0bc26ef7d1 100644 --- a/Core/GameEngine/Include/GameLogic/LogicRandomValue.h +++ b/Core/GameEngine/Include/GameLogic/LogicRandomValue.h @@ -75,9 +75,9 @@ class GameLogicRandomVariable void setRange( Real low, Real high, DistributionType type = UNIFORM ); Real getValue( void ) const; ///< return a value from the random distribution - inline Real getMinimumValue( void ) const { return m_low; } - inline Real getMaximumValue( void ) const { return m_high; } - inline DistributionType getDistributionType( void ) const { return m_type; } + Real getMinimumValue( void ) const { return m_low; } + Real getMaximumValue( void ) const { return m_high; } + DistributionType getDistributionType( void ) const { return m_type; } protected: DistributionType m_type; ///< the kind of random distribution Real m_low, m_high; ///< the range of random values diff --git a/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h b/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h index fccf3c2ed9..84b2ec0b70 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h @@ -63,29 +63,29 @@ class BitFlags kInit = 0 }; - inline BitFlags() + BitFlags() { } - inline BitFlags(BogusInitType k, Int idx1) + BitFlags(BogusInitType k, Int idx1) { m_bits.set(idx1); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2) + BitFlags(BogusInitType k, Int idx1, Int idx2) { m_bits.set(idx1); m_bits.set(idx2); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3) + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3) { m_bits.set(idx1); m_bits.set(idx2); m_bits.set(idx3); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4) + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4) { m_bits.set(idx1); m_bits.set(idx2); @@ -93,7 +93,7 @@ class BitFlags m_bits.set(idx4); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4, Int idx5) + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4, Int idx5) { m_bits.set(idx1); m_bits.set(idx2); @@ -102,7 +102,7 @@ class BitFlags m_bits.set(idx5); } - inline BitFlags(BogusInitType k, + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, @@ -131,28 +131,28 @@ class BitFlags m_bits.set(idx12); } - inline Bool operator==(const BitFlags& that) const + Bool operator==(const BitFlags& that) const { return this->m_bits == that.m_bits; } - inline Bool operator!=(const BitFlags& that) const + Bool operator!=(const BitFlags& that) const { return this->m_bits != that.m_bits; } - inline void set(Int i, Int val = 1) + void set(Int i, Int val = 1) { m_bits.set(i, val); } - inline Bool test(Int i) const + Bool test(Int i) const { return m_bits.test(i); } //Tests for any bits that are set in both. - inline Bool testForAny( const BitFlags& that ) const + Bool testForAny( const BitFlags& that ) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; @@ -160,7 +160,7 @@ class BitFlags } //All argument bits must be set in our bits too in order to return TRUE - inline Bool testForAll( const BitFlags& that ) const + Bool testForAll( const BitFlags& that ) const { DEBUG_ASSERTCRASH( that.any(), ("BitFlags::testForAll is always true if you ask about zero flags. Did you mean that?") ); @@ -171,46 +171,46 @@ class BitFlags } //None of the argument bits must be set in our bits in order to return TRUE - inline Bool testForNone( const BitFlags& that ) const + Bool testForNone( const BitFlags& that ) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; return !tmp.m_bits.any(); } - inline Int size() const + Int size() const { return m_bits.size(); } - inline Int count() const + Int count() const { return m_bits.count(); } - inline Bool any() const + Bool any() const { return m_bits.any(); } - inline void flip() + void flip() { m_bits.flip(); } - inline void clear() + void clear() { m_bits.reset(); } - inline Int countIntersection(const BitFlags& that) const + Int countIntersection(const BitFlags& that) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; return tmp.m_bits.count(); } - inline Int countInverseIntersection(const BitFlags& that) const + Int countInverseIntersection(const BitFlags& that) const { BitFlags tmp = *this; tmp.m_bits.flip(); @@ -218,7 +218,7 @@ class BitFlags return tmp.m_bits.count(); } - inline Bool anyIntersectionWith(const BitFlags& that) const + Bool anyIntersectionWith(const BitFlags& that) const { /// @todo srj -- improve me. BitFlags tmp = that; @@ -226,23 +226,23 @@ class BitFlags return tmp.m_bits.any(); } - inline void clear(const BitFlags& clr) + void clear(const BitFlags& clr) { m_bits &= ~clr.m_bits; } - inline void set(const BitFlags& set) + void set(const BitFlags& set) { m_bits |= set.m_bits; } - inline void clearAndSet(const BitFlags& clr, const BitFlags& set) + void clearAndSet(const BitFlags& clr, const BitFlags& set) { m_bits &= ~clr.m_bits; m_bits |= set.m_bits; } - inline Bool testSetAndClear(const BitFlags& mustBeSet, const BitFlags& mustBeClear) const + Bool testSetAndClear(const BitFlags& mustBeSet, const BitFlags& mustBeClear) const { /// @todo srj -- improve me. BitFlags tmp = *this; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/INI.h b/GeneralsMD/Code/GameEngine/Include/Common/INI.h index 3268152780..613cae1406 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/INI.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/INI.h @@ -116,7 +116,7 @@ struct FieldParse const void* userData; ///< field-specific data Int offset; ///< offset to data field - inline void set(const char* t, INIFieldParseProc p, const void* u, Int o) + void set(const char* t, INIFieldParseProc p, const void* u, Int o) { token = t; parse = p; @@ -144,9 +144,9 @@ class MultiIniFieldParse void add(const FieldParse* f, UnsignedInt e = 0); - inline Int getCount() const { return m_count; } - inline const FieldParse* getNthFieldParse(Int i) const { return m_fieldParse[i]; } - inline UnsignedInt getNthExtraOffset(Int i) const { return m_extraOffset[i]; } + Int getCount() const { return m_count; } + const FieldParse* getNthFieldParse(Int i) const { return m_fieldParse[i]; } + UnsignedInt getNthExtraOffset(Int i) const { return m_extraOffset[i]; } }; //------------------------------------------------------------------------------------------------- @@ -248,14 +248,14 @@ class INI static void parseWindowTransitions( INI* ini ); static void parseChallengeModeDefinition( INI* ini ); - inline AsciiString getFilename( void ) const { return m_filename; } - inline INILoadType getLoadType( void ) const { return m_loadType; } - inline UnsignedInt getLineNum( void ) const { return m_lineNum; } - inline const char *getSeps( void ) const { return m_seps; } - inline const char *getSepsPercent( void ) const { return m_sepsPercent; } - inline const char *getSepsColon( void ) const { return m_sepsColon; } - inline const char *getSepsQuote( void ) { return m_sepsQuote; } - inline Bool isEOF( void ) const { return m_endOfFile; } + AsciiString getFilename( void ) const { return m_filename; } + INILoadType getLoadType( void ) const { return m_loadType; } + UnsignedInt getLineNum( void ) const { return m_lineNum; } + const char *getSeps( void ) const { return m_seps; } + const char *getSepsPercent( void ) const { return m_sepsPercent; } + const char *getSepsColon( void ) const { return m_sepsColon; } + const char *getSepsQuote( void ) { return m_sepsQuote; } + Bool isEOF( void ) const { return m_endOfFile; } void initFromINI( void *what, const FieldParse* parseTable ); void initFromINIMulti( void *what, const MultiIniFieldParse& parseTableList ); diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Money.h b/GeneralsMD/Code/GameEngine/Include/Common/Money.h index 02e65002b7..4789fa9301 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Money.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Money.h @@ -61,7 +61,7 @@ class Money : public Snapshot public: - inline Money() : m_playerIndex(0) + Money() : m_playerIndex(0) { init(); } @@ -71,7 +71,7 @@ class Money : public Snapshot setStartingCash(0); } - inline UnsignedInt countMoney() const + UnsignedInt countMoney() const { return m_money; } diff --git a/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h b/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h index bc98672b29..a95e000132 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h @@ -153,5 +153,5 @@ class StaticNameKey StaticNameKey(const char* p) : m_key(NAMEKEY_INVALID), m_name(p) {} NameKeyType key() const; // ugh, this is a little hokey, but lets us pretend that a StaticNameKey == NameKeyType - inline operator NameKeyType() const { return key(); } + operator NameKeyType() const { return key(); } }; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/SubsystemInterface.h b/GeneralsMD/Code/GameEngine/Include/Common/SubsystemInterface.h index 4ef134f756..e7c5725ba1 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/SubsystemInterface.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/SubsystemInterface.h @@ -128,8 +128,8 @@ class SubsystemInterface Bool m_dumpUpdate; Bool m_dumpDraw; #else - inline void UPDATE(void) {update();} - inline void DRAW(void) {draw();} + void UPDATE(void) {update();} + void DRAW(void) {draw();} #endif protected: AsciiString m_name; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/TerrainTypes.h b/GeneralsMD/Code/GameEngine/Include/Common/TerrainTypes.h index 1668c6a09b..2c9ea65d22 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/TerrainTypes.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/TerrainTypes.h @@ -156,40 +156,40 @@ class TerrainType : public MemoryPoolObject // destructor prototype defined by memory pool glue /// get the name for this terrain - inline AsciiString getName( void ) { return m_name; } + AsciiString getName( void ) { return m_name; } /// get whether this terrain is blend edge terrain. - inline Bool isBlendEdge( void ) { return m_blendEdgeTexture; } + Bool isBlendEdge( void ) { return m_blendEdgeTexture; } /// get the type of this terrain - inline TerrainClass getClass( void ) { return m_class; } + TerrainClass getClass( void ) { return m_class; } /// get the construction restrictions - inline Bool getRestrictConstruction( void ) { return m_restrictConstruction; } + Bool getRestrictConstruction( void ) { return m_restrictConstruction; } /// get the texture file for this terrain - inline AsciiString getTexture( void ) { return m_texture; } + AsciiString getTexture( void ) { return m_texture; } /// get next terrain in list, only for use by the terrain collection - inline TerrainType *friend_getNext( void ) { return m_next; } + TerrainType *friend_getNext( void ) { return m_next; } /// set the name for this terrain, for use by terrain collection only - inline void friend_setName( AsciiString name ) { m_name = name; } + void friend_setName( AsciiString name ) { m_name = name; } /// set the next pointer for the terrain list, for use by terrain collection only - inline void friend_setNext( TerrainType *next ) { m_next = next; } + void friend_setNext( TerrainType *next ) { m_next = next; } /// set the texture, for use by terrain collection only - inline void friend_setTexture( AsciiString texture ) { m_texture = texture; } + void friend_setTexture( AsciiString texture ) { m_texture = texture; } /// set the class, for use by terrain collection only - inline void friend_setClass( TerrainClass terrainClass ) { m_class = terrainClass; } + void friend_setClass( TerrainClass terrainClass ) { m_class = terrainClass; } /// set the restrict construction flag, for use by terrain collection only - inline void friend_setRestrictConstruction( Bool restrict ) { m_restrictConstruction = restrict; } + void friend_setRestrictConstruction( Bool restrict ) { m_restrictConstruction = restrict; } /// set whether this terrain is blend edge terrain, for use by terrain collection only - inline void friend_setBlendEdge( Bool isBlend ) { m_blendEdgeTexture = isBlend; } + void friend_setBlendEdge( Bool isBlend ) { m_blendEdgeTexture = isBlend; } /// get the parsing table for INI const FieldParse *getFieldParse( void ) { return m_terrainTypeFieldParseTable; } diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Thing.h b/GeneralsMD/Code/GameEngine/Include/Common/Thing.h index b4e25f0020..982a401ae6 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Thing.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Thing.h @@ -84,10 +84,10 @@ class Thing : public MemoryPoolObject { // note, it is explicitly OK to pass null for 'thing' here; // they will check for null and return null in these cases. - friend inline Object *AsObject(Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } - friend inline Drawable *AsDrawable(Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } - friend inline const Object *AsObject(const Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } - friend inline const Drawable *AsDrawable(const Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } + friend Object *AsObject(Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } + friend Drawable *AsDrawable(Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } + friend const Object *AsObject(const Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } + friend const Drawable *AsDrawable(const Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } MEMORY_POOL_GLUE_ABC(Thing) @@ -116,8 +116,8 @@ class Thing : public MemoryPoolObject // don't want this behavior? then call setTransformMatrix instead. void setOrientation( Real angle ); - inline const Coord3D *getPosition() const { return &m_cachedPos; } - inline Real getOrientation() const { return m_cachedAngle; } + const Coord3D *getPosition() const { return &m_cachedPos; } + Real getOrientation() const { return m_cachedAngle; } Bool isPositioned() const; diff --git a/GeneralsMD/Code/Libraries/Include/Lib/BaseType.h b/GeneralsMD/Code/Libraries/Include/Lib/BaseType.h index 0a2c026728..e0a8c74641 100644 --- a/GeneralsMD/Code/Libraries/Include/Lib/BaseType.h +++ b/GeneralsMD/Code/Libraries/Include/Lib/BaseType.h @@ -372,7 +372,7 @@ struct RGBColor { Real red, green, blue; // range between 0 and 1 - inline Int getAsInt() const + Int getAsInt() const { return ((Int)(red * 255.0) << 16) | @@ -380,7 +380,7 @@ struct RGBColor ((Int)(blue * 255.0) << 0); } - inline void setFromInt(Int c) + void setFromInt(Int c) { red = ((c >> 16) & 0xff) / 255.0f; green = ((c >> 8) & 0xff) / 255.0f; From c67addf8cc1363e218709a2446353007f4f54130 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Mon, 1 Dec 2025 17:33:53 -0500 Subject: [PATCH 2/2] build: apply redundant inline removal across entire codebase --- Core/GameEngine/Include/Common/AsciiString.h | 8 +- Core/GameEngine/Include/Common/GameMemory.h | 4 +- Core/GameEngine/Include/Common/Radar.h | 18 +- .../GameEngine/Include/Common/UnicodeString.h | 8 +- Core/GameEngine/Include/GameClient/Smudge.h | 6 +- .../Include/GameNetwork/FirewallHelper.h | 8 +- .../GameEngine/Include/GameNetwork/GameInfo.h | 24 +-- .../GameNetwork/GameSpy/StagingRoomGameInfo.h | 70 ++++---- .../Include/GameNetwork/IPEnumeration.h | 12 +- Core/GameEngine/Include/GameNetwork/LANAPI.h | 6 +- .../Include/GameNetwork/LANGameInfo.h | 44 ++--- .../Include/GameNetwork/LANPlayer.h | 28 +-- .../Include/GameNetwork/NetCommandMsg.h | 20 +-- .../Include/GameNetwork/Transport.h | 2 +- Core/GameEngine/Include/GameNetwork/User.h | 10 +- .../GameEngine/Source/GameNetwork/Network.cpp | 4 +- .../W3DDevice/GameClient/W3DShaderManager.h | 4 +- .../Libraries/Source/WWVegas/WW3D2/bwrender.h | 2 +- .../Source/WWVegas/WW3D2/dx8polygonrenderer.h | 2 +- Core/Libraries/Source/WWVegas/WW3D2/font3d.h | 8 +- .../Libraries/Source/WWVegas/WW3D2/intersec.h | 20 +-- Core/Libraries/Source/WWVegas/WW3D2/proto.h | 4 +- Core/Libraries/Source/WWVegas/WW3D2/rendobj.h | 2 +- .../Source/WWVegas/WW3D2/visrasterizer.cpp | 2 +- .../Source/WWVegas/WWLib/cpudetect.h | 38 ++-- Core/Libraries/Source/WWVegas/WWMath/sphere.h | 6 +- Core/Tools/mangler/wlib/xtime.cpp | 2 +- Core/Tools/matchbot/wlib/xtime.cpp | 2 +- Dependencies/Utility/Utility/endian_compat.h | 40 ++--- .../Code/GameEngine/Include/Common/BitFlags.h | 52 +++--- .../Include/Common/BuildAssistant.h | 2 +- .../Code/GameEngine/Include/Common/Dict.h | 26 +-- .../Code/GameEngine/Include/Common/Geometry.h | 16 +- Generals/Code/GameEngine/Include/Common/INI.h | 24 +-- .../Code/GameEngine/Include/Common/Module.h | 12 +- .../Code/GameEngine/Include/Common/Money.h | 4 +- .../Include/Common/MultiplayerSettings.h | 24 +-- .../Include/Common/NameKeyGenerator.h | 2 +- .../Code/GameEngine/Include/Common/Player.h | 42 ++--- .../Include/Common/PlayerTemplate.h | 38 ++-- .../Include/Common/SparseMatchFinder.h | 4 +- .../GameEngine/Include/Common/StateMachine.h | 10 +- .../Include/Common/SubsystemInterface.h | 4 +- .../Code/GameEngine/Include/Common/Team.h | 8 +- .../GameEngine/Include/Common/TerrainTypes.h | 24 +-- .../GameEngine/Include/Common/ThingTemplate.h | 14 +- .../GameEngine/Include/GameClient/Drawable.h | 30 ++-- .../GameEngine/Include/GameClient/InGameUI.h | 2 +- .../GameEngine/Include/GameClient/Mouse.h | 2 +- .../Include/GameClient/ParticleSys.h | 22 +-- .../GameEngine/Include/GameClient/Shell.h | 2 +- .../Include/GameClient/TerrainRoads.h | 110 ++++++------ .../Code/GameEngine/Include/GameLogic/AI.h | 104 +++++------ .../GameEngine/Include/GameLogic/ArmorSet.h | 12 +- .../Include/GameLogic/CrateSystem.h | 2 +- .../Include/GameLogic/GhostObject.h | 20 +-- .../GameEngine/Include/GameLogic/Locomotor.h | 120 ++++++------- .../Include/GameLogic/LocomotorSet.h | 4 +- .../Include/GameLogic/Module/AIUpdate.h | 40 ++--- .../GameLogic/Module/AutoHealBehavior.h | 2 +- .../Include/GameLogic/Module/DieModule.h | 2 +- .../Module/FireWeaponWhenDamagedBehavior.h | 2 +- .../Module/FireWeaponWhenDeadBehavior.h | 2 +- .../Include/GameLogic/Module/JetAIUpdate.h | 4 +- .../Include/GameLogic/Module/PhysicsUpdate.h | 6 +- .../GameLogic/Module/SlowDeathBehavior.h | 6 +- .../Include/GameLogic/ObjectCreationList.h | 6 +- .../Include/GameLogic/PartitionManager.h | 30 ++-- .../Include/GameLogic/TerrainLogic.h | 10 +- .../Include/GameLogic/VictoryConditions.h | 4 +- .../GameEngine/Include/GameLogic/Weapon.h | 154 ++++++++-------- .../GameEngine/Include/GameLogic/WeaponSet.h | 12 +- .../Include/W3DDevice/GameClient/HeightMap.h | 2 +- .../GameClient/Module/W3DModelDraw.h | 12 +- .../Include/W3DDevice/GameClient/W3DShadow.h | 4 +- .../Include/W3DDevice/GameClient/W3DWater.h | 2 +- .../W3DDevice/GameClient/WorldHeightMap.h | 20 +-- .../Code/Libraries/Include/Lib/BaseType.h | 4 +- .../Libraries/Source/WWVegas/WW3D2/dx8fvf.h | 18 +- .../Source/WWVegas/WW3D2/dx8indexbuffer.h | 8 +- .../Source/WWVegas/WW3D2/dx8renderer.h | 4 +- .../Source/WWVegas/WW3D2/dx8vertexbuffer.h | 8 +- .../Libraries/Source/WWVegas/WW3D2/mesh.h | 2 +- .../Libraries/Source/WWVegas/WW3D2/shader.h | 74 ++++---- .../Source/WWVegas/WW3D2/vertmaterial.h | 2 +- .../Libraries/Source/WWVegas/WW3D2/w3d_file.h | 4 +- .../WorldBuilder/include/WorldBuilderView.h | 2 +- .../Code/GameEngine/Include/Common/BitFlags.h | 52 +++--- .../Include/Common/BuildAssistant.h | 2 +- .../Code/GameEngine/Include/Common/Dict.h | 26 +-- .../Code/GameEngine/Include/Common/Geometry.h | 16 +- .../Code/GameEngine/Include/Common/INI.h | 24 +-- .../Code/GameEngine/Include/Common/Module.h | 12 +- .../Include/Common/MultiplayerSettings.h | 24 +-- .../Include/Common/NameKeyGenerator.h | 2 +- .../Code/GameEngine/Include/Common/Player.h | 44 ++--- .../Include/Common/PlayerTemplate.h | 44 ++--- .../Include/Common/SparseMatchFinder.h | 4 +- .../GameEngine/Include/Common/StateMachine.h | 10 +- .../Code/GameEngine/Include/Common/Team.h | 8 +- .../Code/GameEngine/Include/Common/Thing.h | 12 +- .../GameEngine/Include/Common/ThingTemplate.h | 14 +- .../GameEngine/Include/GameClient/Drawable.h | 30 ++-- .../GameEngine/Include/GameClient/InGameUI.h | 2 +- .../GameEngine/Include/GameClient/Mouse.h | 2 +- .../Include/GameClient/ParticleSys.h | 22 +-- .../GameEngine/Include/GameClient/Shell.h | 2 +- .../Include/GameClient/TerrainRoads.h | 110 ++++++------ .../Code/GameEngine/Include/GameLogic/AI.h | 110 ++++++------ .../GameEngine/Include/GameLogic/ArmorSet.h | 12 +- .../Include/GameLogic/CrateSystem.h | 2 +- .../Include/GameLogic/GhostObject.h | 20 +-- .../GameEngine/Include/GameLogic/Locomotor.h | 138 +++++++------- .../Include/GameLogic/LocomotorSet.h | 4 +- .../Include/GameLogic/Module/AIUpdate.h | 40 ++--- .../GameLogic/Module/AutoHealBehavior.h | 2 +- .../Module/CountermeasuresBehavior.h | 2 +- .../Include/GameLogic/Module/DieModule.h | 2 +- .../Include/GameLogic/Module/FXListDie.h | 2 +- .../Module/FireWeaponWhenDamagedBehavior.h | 2 +- .../Module/FireWeaponWhenDeadBehavior.h | 2 +- .../Include/GameLogic/Module/PhysicsUpdate.h | 6 +- .../GameLogic/Module/SlowDeathBehavior.h | 6 +- .../GameLogic/Module/SpyVisionUpdate.h | 2 +- .../Include/GameLogic/ObjectCreationList.h | 6 +- .../Include/GameLogic/PartitionManager.h | 30 ++-- .../Include/GameLogic/TerrainLogic.h | 10 +- .../Include/GameLogic/VictoryConditions.h | 4 +- .../GameEngine/Include/GameLogic/Weapon.h | 170 +++++++++--------- .../W3DDevice/GameClient/BaseHeightMap.h | 2 +- .../GameClient/Module/W3DModelDraw.h | 12 +- .../Include/W3DDevice/GameClient/W3DShadow.h | 4 +- .../Include/W3DDevice/GameClient/W3DWater.h | 2 +- .../W3DDevice/GameClient/WorldHeightMap.h | 20 +-- .../Libraries/Source/WWVegas/WW3D2/dx8fvf.h | 18 +- .../Source/WWVegas/WW3D2/dx8indexbuffer.h | 8 +- .../Source/WWVegas/WW3D2/dx8renderer.h | 8 +- .../Source/WWVegas/WW3D2/dx8vertexbuffer.h | 8 +- .../Source/WWVegas/WW3D2/lightenvironment.h | 2 +- .../Libraries/Source/WWVegas/WW3D2/mesh.h | 2 +- .../Libraries/Source/WWVegas/WW3D2/shader.h | 74 ++++---- .../Source/WWVegas/WW3D2/vertmaterial.h | 2 +- .../Libraries/Source/WWVegas/WW3D2/w3d_file.h | 4 +- .../WorldBuilder/include/WorldBuilderView.h | 2 +- 144 files changed, 1394 insertions(+), 1394 deletions(-) diff --git a/Core/GameEngine/Include/Common/AsciiString.h b/Core/GameEngine/Include/Common/AsciiString.h index 5af9cbe130..53c1e83fc6 100644 --- a/Core/GameEngine/Include/Common/AsciiString.h +++ b/Core/GameEngine/Include/Common/AsciiString.h @@ -91,13 +91,13 @@ class AsciiString unsigned short m_numCharsAllocated; // length of data allocated // char m_stringdata[]; - char* peek() { return (char*)(this+1); } + inline char* peek() { return (char*)(this+1); } }; #ifdef RTS_DEBUG void validate() const; #else - void validate() const { } + inline void validate() const { } #endif protected: @@ -325,13 +325,13 @@ class AsciiString return true iff self starts with the given string. */ Bool startsWith(const char* p) const; - Bool startsWith(const AsciiString& stringSrc) const { return startsWith(stringSrc.str()); } + inline Bool startsWith(const AsciiString& stringSrc) const { return startsWith(stringSrc.str()); } /** return true iff self starts with the given string. (case insensitive) */ Bool startsWithNoCase(const char* p) const; - Bool startsWithNoCase(const AsciiString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } + inline Bool startsWithNoCase(const AsciiString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } /** return true iff self ends with the given string. diff --git a/Core/GameEngine/Include/Common/GameMemory.h b/Core/GameEngine/Include/Common/GameMemory.h index 1ea96161ce..8d173afec4 100644 --- a/Core/GameEngine/Include/Common/GameMemory.h +++ b/Core/GameEngine/Include/Common/GameMemory.h @@ -743,8 +743,8 @@ class MemoryPoolObject virtual ~MemoryPoolObject() { } protected: - void *operator new(size_t s) { DEBUG_CRASH(("This should be impossible")); return 0; } - void operator delete(void *p) { DEBUG_CRASH(("This should be impossible")); } + inline void *operator new(size_t s) { DEBUG_CRASH(("This should be impossible")); return 0; } + inline void operator delete(void *p) { DEBUG_CRASH(("This should be impossible")); } protected: diff --git a/Core/GameEngine/Include/Common/Radar.h b/Core/GameEngine/Include/Common/Radar.h index c3ccbc29e8..431cfbf166 100644 --- a/Core/GameEngine/Include/Common/Radar.h +++ b/Core/GameEngine/Include/Common/Radar.h @@ -95,15 +95,15 @@ class RadarObject : public MemoryPoolObject, // color management void setColor( Color c ) { m_color = c; } - inline Color getColor( void ) const { return m_color; } + Color getColor( void ) const { return m_color; } - inline void friend_setObject( Object *obj ) { m_object = obj; } - inline Object *friend_getObject( void ) { return m_object; } - inline const Object *friend_getObject( void ) const { return m_object; } + void friend_setObject( Object *obj ) { m_object = obj; } + Object *friend_getObject( void ) { return m_object; } + const Object *friend_getObject( void ) const { return m_object; } - inline void friend_setNext( RadarObject *next ) { m_next = next; } - inline RadarObject *friend_getNext( void ) { return m_next; } - inline const RadarObject *friend_getNext( void ) const { return m_next; } + void friend_setNext( RadarObject *next ) { m_next = next; } + RadarObject *friend_getNext( void ) { return m_next; } + const RadarObject *friend_getNext( void ) const { return m_next; } Bool isTemporarilyHidden() const; static Bool isTemporarilyHidden(const Object* obj); @@ -236,8 +236,8 @@ class Radar : public Snapshot, void deleteListResources( void ); ///< delete list radar resources used Bool deleteFromList( Object *obj, RadarObject **list ); ///< try to remove object from specific list - inline Real getTerrainAverageZ() const { return m_terrainAverageZ; } - inline Real getWaterAverageZ() const { return m_waterAverageZ; } + Real getTerrainAverageZ() const { return m_terrainAverageZ; } + Real getWaterAverageZ() const { return m_waterAverageZ; } void clearAllEvents( void ); ///< remove all radar events in progress diff --git a/Core/GameEngine/Include/Common/UnicodeString.h b/Core/GameEngine/Include/Common/UnicodeString.h index ff66edfe47..ee362284f9 100644 --- a/Core/GameEngine/Include/Common/UnicodeString.h +++ b/Core/GameEngine/Include/Common/UnicodeString.h @@ -91,13 +91,13 @@ class UnicodeString unsigned short m_numCharsAllocated; // length of data allocated // WideChar m_stringdata[]; - WideChar* peek() { return (WideChar*)(this+1); } + inline WideChar* peek() { return (WideChar*)(this+1); } }; #ifdef RTS_DEBUG void validate() const; #else - void validate() const { } + inline void validate() const { } #endif protected: @@ -310,13 +310,13 @@ class UnicodeString return true iff self starts with the given string. */ Bool startsWith(const WideChar* p) const; - Bool startsWith(const UnicodeString& stringSrc) const { return startsWith(stringSrc.str()); } + inline Bool startsWith(const UnicodeString& stringSrc) const { return startsWith(stringSrc.str()); } /** return true iff self starts with the given string. (case insensitive) */ Bool startsWithNoCase(const WideChar* p) const; - Bool startsWithNoCase(const UnicodeString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } + inline Bool startsWithNoCase(const UnicodeString& stringSrc) const { return startsWithNoCase(stringSrc.str()); } /** return true iff self ends with the given string. diff --git a/Core/GameEngine/Include/GameClient/Smudge.h b/Core/GameEngine/Include/GameClient/Smudge.h index 2522d5f670..657736d1f2 100644 --- a/Core/GameEngine/Include/GameClient/Smudge.h +++ b/Core/GameEngine/Include/GameClient/Smudge.h @@ -78,9 +78,9 @@ class SmudgeManager SmudgeSet *addSmudgeSet(void); void removeSmudgeSet(SmudgeSet &mySmudge); - inline Int getSmudgeCountLastFrame(void) {return m_smudgeCountLastFrame;} ///name Bool isUser( UnicodeString userName ); ///< Does this slot contain the given user? Bool isLocalPlayer( void ) const; ///< Is this slot me? - inline void setLogin( UnicodeString name ) { m_user.setLogin(name); } - inline void setLogin( AsciiString name ) { m_user.setLogin(name); } - inline void setHost( UnicodeString name ) { m_user.setHost(name); } - inline void setHost( AsciiString name ) { m_user.setHost(name); } - inline void setSerial( AsciiString serial ) { m_serial = serial; } - inline AsciiString getSerial( void ) { return m_serial; } + void setLogin( UnicodeString name ) { m_user.setLogin(name); } + void setLogin( AsciiString name ) { m_user.setLogin(name); } + void setHost( UnicodeString name ) { m_user.setHost(name); } + void setHost( AsciiString name ) { m_user.setHost(name); } + void setSerial( AsciiString serial ) { m_serial = serial; } + AsciiString getSerial( void ) { return m_serial; } - inline void setLastHeard( UnsignedInt t ) { m_lastHeard = t; } - inline UnsignedInt getLastHeard( void ) { return m_lastHeard; } + void setLastHeard( UnsignedInt t ) { m_lastHeard = t; } + UnsignedInt getLastHeard( void ) { return m_lastHeard; } //LANGameSlot& operator=(const LANGameSlot& src); @@ -85,60 +85,60 @@ class LANGameInfo : public GameInfo virtual Int getLocalSlotNum( void ) const; ///< Get the local slot number, or -1 if we're not present Int getSlotNum( UnicodeString userName ); ///< Get the slot number corresponding to a specific user, or -1 if he's not present - inline UnsignedInt getLastHeard( void ) { return m_lastHeard; } - inline void setLastHeard( UnsignedInt lastHeard ) { m_lastHeard = lastHeard; } - inline LANGameInfo *getNext( void ) { return m_next; } - inline void setNext( LANGameInfo *next ) { m_next = next; } + UnsignedInt getLastHeard( void ) { return m_lastHeard; } + void setLastHeard( UnsignedInt lastHeard ) { m_lastHeard = lastHeard; } + LANGameInfo *getNext( void ) { return m_next; } + void setNext( LANGameInfo *next ) { m_next = next; } // Game options void setMap( AsciiString mapName ); ///< Set the map to play on void setSeed( Int seed ); ///< Set the random seed for the game - inline void setName( UnicodeString name ) { m_gameName = name; } ///< Set the Name of the Game - inline UnicodeString getName( void ) { return m_gameName; } ///< Get the Name of the Game + void setName( UnicodeString name ) { m_gameName = name; } ///< Set the Name of the Game + UnicodeString getName( void ) { return m_gameName; } ///< Get the Name of the Game // Convinience functions that interface with the LANPlayer held in the slot list virtual void resetAccepted(void); ///< Reset the accepted flag on all players Bool amIHost( void ); ///< Convenience function - is the local player the game host? /// Get the IP of selected player or return 0 - inline UnsignedInt getIP( int who ) + UnsignedInt getIP( int who ) { return m_LANSlot[who].getIP(); } /// Set the IP of the Selected Player - inline void setIP( int who, UnsignedInt IP ) + void setIP( int who, UnsignedInt IP ) { m_LANSlot[who].setIP(IP); } /// set whether or not this is a direct connect game or not. - inline void setIsDirectConnect(Bool isDirectConnect) + void setIsDirectConnect(Bool isDirectConnect) { m_isDirectConnect = isDirectConnect; } /// returns whether or not this is a direct connect game or not. - inline Bool getIsDirectConnect() + Bool getIsDirectConnect() { return m_isDirectConnect; } /// Set the Player Name - inline void setPlayerName( int who, UnicodeString name ) + void setPlayerName( int who, UnicodeString name ) { m_LANSlot[who].setName(name); } /// Return the Player name or TheEmptyString - inline UnicodeString getPlayerName(int who) + UnicodeString getPlayerName(int who) { return m_LANSlot[who].getName(); } /// Return the time the player was heard from last, or 0 - inline UnsignedInt getPlayerLastHeard( int who ) + UnsignedInt getPlayerLastHeard( int who ) { if (m_LANSlot[who].isHuman()) return m_LANSlot[who].getLastHeard(); @@ -146,7 +146,7 @@ class LANGameInfo : public GameInfo } /// Set the last time we heard from the player - inline void setPlayerLastHeard( int who, UnsignedInt lastHeard ) + void setPlayerLastHeard( int who, UnsignedInt lastHeard ) { DEBUG_LOG(("LANGameInfo::setPlayerLastHeard - changing player %d last heard from %d to %d", who, getPlayerLastHeard(who), lastHeard)); if (m_LANSlot[who].isHuman()) diff --git a/Core/GameEngine/Include/GameNetwork/LANPlayer.h b/Core/GameEngine/Include/GameNetwork/LANPlayer.h index 5c0f146d8a..f71e7b18a7 100644 --- a/Core/GameEngine/Include/GameNetwork/LANPlayer.h +++ b/Core/GameEngine/Include/GameNetwork/LANPlayer.h @@ -38,20 +38,20 @@ class LANPlayer LANPlayer() { m_name = m_login = m_host = L""; m_lastHeard = 0; m_next = NULL; m_IP = 0; } // Access functions - inline UnicodeString getName( void ) { return m_name; } - inline void setName( UnicodeString name ) { m_name = name; } - inline UnicodeString getLogin( void ) { return m_login; } - inline void setLogin( UnicodeString name ) { m_login = name; } - inline void setLogin( AsciiString name ) { m_login.translate(name); } - inline UnicodeString getHost( void ) { return m_host; } - inline void setHost( UnicodeString name ) { m_host = name; } - inline void setHost( AsciiString name ) { m_host.translate(name); } - inline UnsignedInt getLastHeard( void ) { return m_lastHeard; } - inline void setLastHeard( UnsignedInt lastHeard ) { m_lastHeard = lastHeard; } - inline LANPlayer *getNext( void ) { return m_next; } - inline void setNext( LANPlayer *next ) { m_next = next; } - inline UnsignedInt getIP( void ) { return m_IP; } - inline void setIP( UnsignedInt IP ) { m_IP = IP; } + UnicodeString getName( void ) { return m_name; } + void setName( UnicodeString name ) { m_name = name; } + UnicodeString getLogin( void ) { return m_login; } + void setLogin( UnicodeString name ) { m_login = name; } + void setLogin( AsciiString name ) { m_login.translate(name); } + UnicodeString getHost( void ) { return m_host; } + void setHost( UnicodeString name ) { m_host = name; } + void setHost( AsciiString name ) { m_host.translate(name); } + UnsignedInt getLastHeard( void ) { return m_lastHeard; } + void setLastHeard( UnsignedInt lastHeard ) { m_lastHeard = lastHeard; } + LANPlayer *getNext( void ) { return m_next; } + void setNext( LANPlayer *next ) { m_next = next; } + UnsignedInt getIP( void ) { return m_IP; } + void setIP( UnsignedInt IP ) { m_IP = IP; } protected: UnicodeString m_name; ///< Player name diff --git a/Core/GameEngine/Include/GameNetwork/NetCommandMsg.h b/Core/GameEngine/Include/GameNetwork/NetCommandMsg.h index 6f47b794ca..59b05f88e2 100644 --- a/Core/GameEngine/Include/GameNetwork/NetCommandMsg.h +++ b/Core/GameEngine/Include/GameNetwork/NetCommandMsg.h @@ -39,16 +39,16 @@ class NetCommandMsg : public MemoryPoolObject public: NetCommandMsg(); //virtual ~NetCommandMsg(); - inline UnsignedInt GetTimestamp() { return m_timestamp; } - inline void SetTimestamp(UnsignedInt timestamp) { m_timestamp = timestamp; } - inline void setExecutionFrame(UnsignedInt frame) { m_executionFrame = frame; } - inline void setPlayerID(UnsignedInt playerID) { m_playerID = playerID; } - inline void setID(UnsignedShort id) { m_id = id; } - inline UnsignedInt getExecutionFrame() { return m_executionFrame; } - inline UnsignedInt getPlayerID() { return m_playerID; } - inline UnsignedShort getID() { return m_id; } - inline void setNetCommandType(NetCommandType type) { m_commandType = type; } - inline NetCommandType getNetCommandType() { return m_commandType; } + UnsignedInt GetTimestamp() { return m_timestamp; } + void SetTimestamp(UnsignedInt timestamp) { m_timestamp = timestamp; } + void setExecutionFrame(UnsignedInt frame) { m_executionFrame = frame; } + void setPlayerID(UnsignedInt playerID) { m_playerID = playerID; } + void setID(UnsignedShort id) { m_id = id; } + UnsignedInt getExecutionFrame() { return m_executionFrame; } + UnsignedInt getPlayerID() { return m_playerID; } + UnsignedShort getID() { return m_id; } + void setNetCommandType(NetCommandType type) { m_commandType = type; } + NetCommandType getNetCommandType() { return m_commandType; } virtual Int getSortNumber(); void attach(); void detach(); diff --git a/Core/GameEngine/Include/GameNetwork/Transport.h b/Core/GameEngine/Include/GameNetwork/Transport.h index 747f9d475b..bb3caff847 100644 --- a/Core/GameEngine/Include/GameNetwork/Transport.h +++ b/Core/GameEngine/Include/GameNetwork/Transport.h @@ -56,7 +56,7 @@ class Transport //: public MemoryPoolObject Bool queueSend(UnsignedInt addr, UnsignedShort port, const UnsignedByte *buf, Int len /*, NetMessageFlags flags, Int id */); ///< Queue a packet for sending to the specified address and port. This will be sent on the next update() call. - inline Bool allowBroadcasts(Bool val) { if (!m_udpsock) return false; return (m_udpsock->AllowBroadcasts(val))?true:false; } + Bool allowBroadcasts(Bool val) { if (!m_udpsock) return false; return (m_udpsock->AllowBroadcasts(val))?true:false; } // Latency insertion and packet loss void setLatency( Bool val ) { m_useLatency = val; } diff --git a/Core/GameEngine/Include/GameNetwork/User.h b/Core/GameEngine/Include/GameNetwork/User.h index 0f69b8fea9..d37ec9a52e 100644 --- a/Core/GameEngine/Include/GameNetwork/User.h +++ b/Core/GameEngine/Include/GameNetwork/User.h @@ -41,12 +41,12 @@ class User : public MemoryPoolObject Bool operator== (const User *other); Bool operator!= (const User *other); - inline UnicodeString GetName() { return m_name; } + UnicodeString GetName() { return m_name; } void setName(UnicodeString name); - inline UnsignedShort GetPort() { return m_port; } - inline UnsignedInt GetIPAddr() { return m_ipaddr; } - inline void SetPort(UnsignedShort port) { m_port = port; } - inline void SetIPAddr(UnsignedInt ipaddr) { m_ipaddr = ipaddr; } + UnsignedShort GetPort() { return m_port; } + UnsignedInt GetIPAddr() { return m_ipaddr; } + void SetPort(UnsignedShort port) { m_port = port; } + void SetIPAddr(UnsignedInt ipaddr) { m_ipaddr = ipaddr; } private: diff --git a/Core/GameEngine/Source/GameNetwork/Network.cpp b/Core/GameEngine/Source/GameNetwork/Network.cpp index de436e7b58..71d672cfed 100644 --- a/Core/GameEngine/Source/GameNetwork/Network.cpp +++ b/Core/GameEngine/Source/GameNetwork/Network.cpp @@ -112,8 +112,8 @@ class Network : public NetworkInterface Bool deinit( void ); ///< Shutdown connections, release memory void setLocalAddress(UnsignedInt ip, UnsignedInt port); - inline UnsignedInt getRunAhead(void) { return m_runAhead; } - inline UnsignedInt getFrameRate(void) { return m_frameRate; } + UnsignedInt getRunAhead(void) { return m_runAhead; } + UnsignedInt getFrameRate(void) { return m_frameRate; } UnsignedInt getPacketArrivalCushion(void); ///< Returns the smallest packet arrival cushion since this was last called. Bool isFrameDataReady( void ); virtual Bool isStalling(); diff --git a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DShaderManager.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DShaderManager.h index bea0a432d5..90192607a4 100644 --- a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DShaderManager.h +++ b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DShaderManager.h @@ -90,9 +90,9 @@ class W3DShaderManager ///Specify all textures (up to 8) which can be accessed by the shaders. static void setTexture(Int stage,TextureClass* texture) {m_Textures[stage]=texture;} ///Return current texture available to shaders. - static inline TextureClass *getShaderTexture(Int stage) { return m_Textures[stage];} ///ModelMatrix = Source->ModelMatrix; Destination->ModelLocation = Source->ModelLocation; Copy_Partial_Results(Destination, Source); @@ -176,7 +176,7 @@ class IntersectionClass } - inline void Copy_Results(IntersectionResultClass *Source) { + void Copy_Results(IntersectionResultClass *Source) { Copy_Results(&Result, Source); } @@ -185,7 +185,7 @@ class IntersectionClass // otherwise the results are copied into the request structure. // This does not copy the matrix or location members; it is intended to be used during poly testing // where these values are identical between results, or as a completion function for Copy_Results() - inline void Copy_Partial_Results(IntersectionResultClass *Destination, IntersectionResultClass *Source) + void Copy_Partial_Results(IntersectionResultClass *Destination, IntersectionResultClass *Source) { Destination->IntersectedPolygon = Source->IntersectedPolygon; Destination->Intersection = Source->Intersection; @@ -198,13 +198,13 @@ class IntersectionClass // used for creating temporary copies - inline IntersectionClass(IntersectionClass *source) + IntersectionClass(IntersectionClass *source) { *this = source; } - inline IntersectionClass *operator =(IntersectionClass *source) + IntersectionClass *operator =(IntersectionClass *source) { Set(source->RayLocation, source->RayDirection, source->IntersectionNormal, source->InterpolateNormal, source->MaxDistance, source->ConvexTest); Copy_Results(&source->Result); @@ -220,7 +220,7 @@ class IntersectionClass // this will only set the result's range if intersection occurs; it is intended to be used as a first pass intersection test // before intersecting the mesh polygons itself. // Note: Does NOT do Max_Distance testing - inline bool Intersect_Sphere_Quick(SphereClass &Sphere, IntersectionResultClass *FinalResult) + bool Intersect_Sphere_Quick(SphereClass &Sphere, IntersectionResultClass *FinalResult) { // make a unit vector from the ray origin to the sphere center Vector3 sphere_vector(Sphere.Center - *RayLocation); @@ -238,7 +238,7 @@ class IntersectionClass // this will find the intersection with the sphere and the intersection normal if needed. - inline bool Intersect_Sphere(SphereClass &Sphere, IntersectionResultClass *FinalResult) + bool Intersect_Sphere(SphereClass &Sphere, IntersectionResultClass *FinalResult) { if(!Intersect_Sphere_Quick(Sphere, FinalResult)) return false; diff --git a/Core/Libraries/Source/WWVegas/WW3D2/proto.h b/Core/Libraries/Source/WWVegas/WW3D2/proto.h index e1879f665b..eb375602e2 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/proto.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/proto.h @@ -88,8 +88,8 @@ class PrototypeClass virtual RenderObjClass * Create(void) = 0; virtual void DeleteSelf() = 0; - inline void friend_setNextHash(PrototypeClass* n) { NextHash = n; } - inline PrototypeClass* friend_getNextHash() { return NextHash; } + void friend_setNextHash(PrototypeClass* n) { NextHash = n; } + PrototypeClass* friend_getNextHash() { return NextHash; } protected: virtual ~PrototypeClass(void) {}; diff --git a/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h b/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h index 95fa52d698..fe1005ff48 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h @@ -267,7 +267,7 @@ class RenderObjClass : public RefCountClass , public PersistClass, public MultiL #define GET_CONTAINER_INLINE #ifdef GET_CONTAINER_INLINE // srj sez: this is called a ton and never overridden, so inline it - inline RenderObjClass * Get_Container(void) const { return Container; } + RenderObjClass * Get_Container(void) const { return Container; } #else virtual RenderObjClass * Get_Container(void) const; #endif diff --git a/Core/Libraries/Source/WWVegas/WW3D2/visrasterizer.cpp b/Core/Libraries/Source/WWVegas/WW3D2/visrasterizer.cpp index b6021d5087..5c4bf51f9e 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/visrasterizer.cpp +++ b/Core/Libraries/Source/WWVegas/WW3D2/visrasterizer.cpp @@ -491,7 +491,7 @@ struct EdgeStruct OOZStep = XStep * grad.DOOZ_DX + grad.DOOZ_DY; } - inline int Step(void) + int Step(void) { X+=XStep; Y++; diff --git a/Core/Libraries/Source/WWVegas/WWLib/cpudetect.h b/Core/Libraries/Source/WWVegas/WWLib/cpudetect.h index 76389cd91c..4cba11de11 100644 --- a/Core/Libraries/Source/WWVegas/WWLib/cpudetect.h +++ b/Core/Libraries/Source/WWVegas/WWLib/cpudetect.h @@ -143,30 +143,30 @@ class CPUDetectClass RISE_PROCESSOR_DRAGON2_018 } RiseProcessorType; - inline static ProcessorManufacturerType Get_Processor_Manufacturer() {return ProcessorManufacturer;} + static ProcessorManufacturerType Get_Processor_Manufacturer() {return ProcessorManufacturer;} static const char* Get_Processor_Manufacturer_Name(); - inline static bool Has_CPUID_Instruction() { return HasCPUIDInstruction; } - inline static bool Has_RDTSC_Instruction() { return HasRDTSCInstruction; } - inline static bool Has_CMOV_Instruction() { return HasCMOVSupport; } - inline static bool Has_MMX_Instruction_Set() { return HasMMXSupport; } - inline static bool Has_SSE_Instruction_Set() { return HasSSESupport; } - inline static bool Has_SSE2_Instruction_Set() { return HasSSE2Support; } - inline static bool Has_3DNow_Instruction_Set() { return Has3DNowSupport; } - inline static bool Has_Extended_3DNow_Instruction_Set() { return HasExtended3DNowSupport; } + static bool Has_CPUID_Instruction() { return HasCPUIDInstruction; } + static bool Has_RDTSC_Instruction() { return HasRDTSCInstruction; } + static bool Has_CMOV_Instruction() { return HasCMOVSupport; } + static bool Has_MMX_Instruction_Set() { return HasMMXSupport; } + static bool Has_SSE_Instruction_Set() { return HasSSESupport; } + static bool Has_SSE2_Instruction_Set() { return HasSSE2Support; } + static bool Has_3DNow_Instruction_Set() { return Has3DNowSupport; } + static bool Has_Extended_3DNow_Instruction_Set() { return HasExtended3DNowSupport; } // Call these functions after determining the manufacturer to find out which of the manufacturers processors // the system has. - inline static IntelProcessorType Get_Intel_Processor() { return IntelProcessor; } - inline static AMDProcessorType Get_AMD_Processor() { return AMDProcessor; } - inline static VIAProcessorType Get_VIA_Processor() { return VIAProcessor; } - inline static RiseProcessorType Get_Rise_Processor() { return RiseProcessor; } + static IntelProcessorType Get_Intel_Processor() { return IntelProcessor; } + static AMDProcessorType Get_AMD_Processor() { return AMDProcessor; } + static VIAProcessorType Get_VIA_Processor() { return VIAProcessor; } + static RiseProcessorType Get_Rise_Processor() { return RiseProcessor; } // Note that processor speed is only calculated at start and could change during execution, so // this number is not to be relied on! - inline static int Get_Processor_Speed() { return ProcessorSpeed; } - inline static sint64 Get_Processor_Ticks_Per_Second() { return ProcessorTicksPerSecond; } // Ticks per second - inline static double Get_Inv_Processor_Ticks_Per_Second() { return InvProcessorTicksPerSecond; } // 1.0 / Ticks per second + static int Get_Processor_Speed() { return ProcessorSpeed; } + static sint64 Get_Processor_Ticks_Per_Second() { return ProcessorTicksPerSecond; } // Ticks per second + static double Get_Inv_Processor_Ticks_Per_Second() { return InvProcessorTicksPerSecond; } // 1.0 / Ticks per second static unsigned Get_Feature_Bits() { return FeatureBits; } static unsigned Get_Extended_Feature_Bits() { return ExtendedFeatureBits; } @@ -200,9 +200,9 @@ class CPUDetectClass static unsigned Get_Processor_Type() { return ProcessorType; } - inline static const char* Get_Processor_String() { return ProcessorString; } - inline static const StringClass& Get_Processor_Log() { return ProcessorLog; } - inline static const StringClass& Get_Compact_Log() { return CompactLog; } + static const char* Get_Processor_String() { return ProcessorString; } + static const StringClass& Get_Processor_Log() { return ProcessorLog; } + static const StringClass& Get_Compact_Log() { return CompactLog; } static bool CPUID( unsigned& u_eax_, diff --git a/Core/Libraries/Source/WWVegas/WWMath/sphere.h b/Core/Libraries/Source/WWVegas/WWMath/sphere.h index 1c8fc4ea97..de098d5145 100644 --- a/Core/Libraries/Source/WWVegas/WWMath/sphere.h +++ b/Core/Libraries/Source/WWVegas/WWMath/sphere.h @@ -65,9 +65,9 @@ class SphereClass { public: - inline SphereClass(void) { }; - inline SphereClass(const Vector3 & center,float radius) { Init(center,radius); } - inline SphereClass(const Matrix3D& mtx,const Vector3 & center,float radius) { Init(mtx,center,radius); } + SphereClass(void) { }; + SphereClass(const Vector3 & center,float radius) { Init(center,radius); } + SphereClass(const Matrix3D& mtx,const Vector3 & center,float radius) { Init(mtx,center,radius); } inline SphereClass(const Vector3 & center,const SphereClass & s0); inline SphereClass(const Vector3 *Position, const int VertCount); diff --git a/Core/Tools/mangler/wlib/xtime.cpp b/Core/Tools/mangler/wlib/xtime.cpp index 08b05653b2..d36a7ec187 100644 --- a/Core/Tools/mangler/wlib/xtime.cpp +++ b/Core/Tools/mangler/wlib/xtime.cpp @@ -88,7 +88,7 @@ static sint32 Get_Day(int month, int day, int year) static bit8 Get_Date_From_Day(sint32 days, OUT sint32 &year, OUT sint32 &yday) { //register long int rem; - register long int y; + long int y; //register const unsigned short int *ip; if (days <= 365) diff --git a/Core/Tools/matchbot/wlib/xtime.cpp b/Core/Tools/matchbot/wlib/xtime.cpp index 08b05653b2..d36a7ec187 100644 --- a/Core/Tools/matchbot/wlib/xtime.cpp +++ b/Core/Tools/matchbot/wlib/xtime.cpp @@ -88,7 +88,7 @@ static sint32 Get_Day(int month, int day, int year) static bit8 Get_Date_From_Day(sint32 days, OUT sint32 &year, OUT sint32 &yday) { //register long int rem; - register long int y; + long int y; //register const unsigned short int *ip; if (days <= 365) diff --git a/Dependencies/Utility/Utility/endian_compat.h b/Dependencies/Utility/Utility/endian_compat.h index 97e5b31b74..08c6fdb16f 100644 --- a/Dependencies/Utility/Utility/endian_compat.h +++ b/Dependencies/Utility/Utility/endian_compat.h @@ -194,30 +194,30 @@ template struct betohHelper; template struct letohHelper; // 2 byte integer, enum -template struct htobeHelper { static inline Type swap(Type value) { return static_cast(htobe16(static_cast(value))); } }; -template struct htoleHelper { static inline Type swap(Type value) { return static_cast(htole16(static_cast(value))); } }; -template struct betohHelper { static inline Type swap(Type value) { return static_cast(be16toh(static_cast(value))); } }; -template struct letohHelper { static inline Type swap(Type value) { return static_cast(le16toh(static_cast(value))); } }; +template struct htobeHelper { static Type swap(Type value) { return static_cast(htobe16(static_cast(value))); } }; +template struct htoleHelper { static Type swap(Type value) { return static_cast(htole16(static_cast(value))); } }; +template struct betohHelper { static Type swap(Type value) { return static_cast(be16toh(static_cast(value))); } }; +template struct letohHelper { static Type swap(Type value) { return static_cast(le16toh(static_cast(value))); } }; // 4 byte integer, enum -template struct htobeHelper { static inline Type swap(Type value) { return static_cast(htobe32(static_cast(value))); } }; -template struct htoleHelper { static inline Type swap(Type value) { return static_cast(htole32(static_cast(value))); } }; -template struct betohHelper { static inline Type swap(Type value) { return static_cast(be32toh(static_cast(value))); } }; -template struct letohHelper { static inline Type swap(Type value) { return static_cast(le16toh(static_cast(value))); } }; +template struct htobeHelper { static Type swap(Type value) { return static_cast(htobe32(static_cast(value))); } }; +template struct htoleHelper { static Type swap(Type value) { return static_cast(htole32(static_cast(value))); } }; +template struct betohHelper { static Type swap(Type value) { return static_cast(be32toh(static_cast(value))); } }; +template struct letohHelper { static Type swap(Type value) { return static_cast(le16toh(static_cast(value))); } }; // 8 byte integer, enum -template struct htobeHelper { static inline Type swap(Type value) { return static_cast(htobe64(static_cast(value))); } }; -template struct htoleHelper { static inline Type swap(Type value) { return static_cast(htole64(static_cast(value))); } }; -template struct betohHelper { static inline Type swap(Type value) { return static_cast(be64toh(static_cast(value))); } }; -template struct letohHelper { static inline Type swap(Type value) { return static_cast(le16toh(static_cast(value))); } }; +template struct htobeHelper { static Type swap(Type value) { return static_cast(htobe64(static_cast(value))); } }; +template struct htoleHelper { static Type swap(Type value) { return static_cast(htole64(static_cast(value))); } }; +template struct betohHelper { static Type swap(Type value) { return static_cast(be64toh(static_cast(value))); } }; +template struct letohHelper { static Type swap(Type value) { return static_cast(le16toh(static_cast(value))); } }; // float -template <> struct htobeHelper { static inline float swap(float value) { SwapType32 v = htobe32(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; -template <> struct htoleHelper { static inline float swap(float value) { SwapType32 v = htole32(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; -template <> struct betohHelper { static inline float swap(float value) { SwapType32 v = be32toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; -template <> struct letohHelper { static inline float swap(float value) { SwapType32 v = le16toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct htobeHelper { static float swap(float value) { SwapType32 v = htobe32(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct htoleHelper { static float swap(float value) { SwapType32 v = htole32(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct betohHelper { static float swap(float value) { SwapType32 v = be32toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct letohHelper { static float swap(float value) { SwapType32 v = le16toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; // double -template <> struct htobeHelper { static inline double swap(double value) { SwapType64 v = htobe64(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; -template <> struct htoleHelper { static inline double swap(double value) { SwapType64 v = htole64(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; -template <> struct betohHelper { static inline double swap(double value) { SwapType64 v = be64toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; -template <> struct letohHelper { static inline double swap(double value) { SwapType64 v = le16toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct htobeHelper { static double swap(double value) { SwapType64 v = htobe64(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct htoleHelper { static double swap(double value) { SwapType64 v = htole64(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct betohHelper { static double swap(double value) { SwapType64 v = be64toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; +template <> struct letohHelper { static double swap(double value) { SwapType64 v = le16toh(*reinterpret_cast(&value)); return *reinterpret_cast(&v); } }; } // namespace Endian // c++ template functions, takes any 2, 4, 8 bytes, including float, double, enum diff --git a/Generals/Code/GameEngine/Include/Common/BitFlags.h b/Generals/Code/GameEngine/Include/Common/BitFlags.h index b923379633..2616939a11 100644 --- a/Generals/Code/GameEngine/Include/Common/BitFlags.h +++ b/Generals/Code/GameEngine/Include/Common/BitFlags.h @@ -63,29 +63,29 @@ class BitFlags kInit = 0 }; - inline BitFlags() + BitFlags() { } - inline BitFlags(BogusInitType k, Int idx1) + BitFlags(BogusInitType k, Int idx1) { m_bits.set(idx1); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2) + BitFlags(BogusInitType k, Int idx1, Int idx2) { m_bits.set(idx1); m_bits.set(idx2); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3) + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3) { m_bits.set(idx1); m_bits.set(idx2); m_bits.set(idx3); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4) + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4) { m_bits.set(idx1); m_bits.set(idx2); @@ -93,7 +93,7 @@ class BitFlags m_bits.set(idx4); } - inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4, Int idx5) + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4, Int idx5) { m_bits.set(idx1); m_bits.set(idx2); @@ -102,7 +102,7 @@ class BitFlags m_bits.set(idx5); } - inline BitFlags(BogusInitType k, + BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, @@ -131,28 +131,28 @@ class BitFlags m_bits.set(idx12); } - inline Bool operator==(const BitFlags& that) const + Bool operator==(const BitFlags& that) const { return this->m_bits == that.m_bits; } - inline Bool operator!=(const BitFlags& that) const + Bool operator!=(const BitFlags& that) const { return this->m_bits != that.m_bits; } - inline void set(Int i, Int val = 1) + void set(Int i, Int val = 1) { m_bits.set(i, val); } - inline Bool test(Int i) const + Bool test(Int i) const { return m_bits.test(i); } //Tests for any bits that are set in both. - inline Bool testForAny( const BitFlags& that ) const + Bool testForAny( const BitFlags& that ) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; @@ -160,7 +160,7 @@ class BitFlags } //All argument bits must be set in our bits too in order to return TRUE - inline Bool testForAll( const BitFlags& that ) const + Bool testForAll( const BitFlags& that ) const { DEBUG_ASSERTCRASH( that.any(), ("BitFlags::testForAll is always true if you ask about zero flags. Did you mean that?") ); @@ -171,46 +171,46 @@ class BitFlags } //None of the argument bits must be set in our bits in order to return TRUE - inline Bool testForNone( const BitFlags& that ) const + Bool testForNone( const BitFlags& that ) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; return !tmp.m_bits.any(); } - inline Int size() const + Int size() const { return m_bits.size(); } - inline Int count() const + Int count() const { return m_bits.count(); } - inline Bool any() const + Bool any() const { return m_bits.any(); } - inline void flip() + void flip() { m_bits.flip(); } - inline void clear() + void clear() { m_bits.reset(); } - inline Int countIntersection(const BitFlags& that) const + Int countIntersection(const BitFlags& that) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; return tmp.m_bits.count(); } - inline Int countInverseIntersection(const BitFlags& that) const + Int countInverseIntersection(const BitFlags& that) const { BitFlags tmp = *this; tmp.m_bits.flip(); @@ -218,7 +218,7 @@ class BitFlags return tmp.m_bits.count(); } - inline Bool anyIntersectionWith(const BitFlags& that) const + Bool anyIntersectionWith(const BitFlags& that) const { /// @todo srj -- improve me. BitFlags tmp = that; @@ -226,23 +226,23 @@ class BitFlags return tmp.m_bits.any(); } - inline void clear(const BitFlags& clr) + void clear(const BitFlags& clr) { m_bits &= ~clr.m_bits; } - inline void set(const BitFlags& set) + void set(const BitFlags& set) { m_bits |= set.m_bits; } - inline void clearAndSet(const BitFlags& clr, const BitFlags& set) + void clearAndSet(const BitFlags& clr, const BitFlags& set) { m_bits &= ~clr.m_bits; m_bits |= set.m_bits; } - inline Bool testSetAndClear(const BitFlags& mustBeSet, const BitFlags& mustBeClear) const + Bool testSetAndClear(const BitFlags& mustBeSet, const BitFlags& mustBeClear) const { /// @todo srj -- improve me. BitFlags tmp = *this; diff --git a/Generals/Code/GameEngine/Include/Common/BuildAssistant.h b/Generals/Code/GameEngine/Include/Common/BuildAssistant.h index 40573cae97..84a2d20678 100644 --- a/Generals/Code/GameEngine/Include/Common/BuildAssistant.h +++ b/Generals/Code/GameEngine/Include/Common/BuildAssistant.h @@ -171,7 +171,7 @@ class BuildAssistant : public SubsystemInterface Object *builderObject ); /// return the "scratch pad" array that can be used to create a line of build locations - virtual inline Coord3D *getBuildLocations( void ) { return m_buildPositions; } + virtual Coord3D *getBuildLocations( void ) { return m_buildPositions; } /// is the template a line build object, like a wall virtual Bool isLineBuildTemplate( const ThingTemplate *tTemplate ); diff --git a/Generals/Code/GameEngine/Include/Common/Dict.h b/Generals/Code/GameEngine/Include/Common/Dict.h index 80f26dc7b7..424fa3ae6b 100644 --- a/Generals/Code/GameEngine/Include/Common/Dict.h +++ b/Generals/Code/GameEngine/Include/Common/Dict.h @@ -125,7 +125,7 @@ class Dict /** Return there is a pair with the given key and datatype, return true. */ - inline Bool known(NameKeyType key, DataType d) const + Bool known(NameKeyType key, DataType d) const { return getType(key) == d; } @@ -278,17 +278,17 @@ class Dict DictPairKeyType m_key; void* m_value; - inline static DictPairKeyType createKey(NameKeyType keyVal, DataType nt) + static DictPairKeyType createKey(NameKeyType keyVal, DataType nt) { return (DictPairKeyType)((((UnsignedInt)(keyVal)) << 8) | ((UnsignedInt)nt)); } - inline static DataType getTypeFromKey(DictPairKeyType nk) + static DataType getTypeFromKey(DictPairKeyType nk) { return (DataType)(((UnsignedInt)nk) & 0xff); } - inline static NameKeyType getNameFromKey(DictPairKeyType nk) + static NameKeyType getNameFromKey(DictPairKeyType nk) { return (NameKeyType)(((UnsignedInt)nk) >> 8); } @@ -298,13 +298,13 @@ class Dict void clear(); void copyFrom(DictPair* that); void setNameAndType(NameKeyType key, DataType type); - inline DataType getType() const { return getTypeFromKey(m_key); } - inline NameKeyType getName() const { return getNameFromKey(m_key); } - inline Bool* asBool() { return (Bool*)&m_value; } - inline Int* asInt() { return (Int*)&m_value; } - inline Real* asReal() { return (Real*)&m_value; } - inline AsciiString* asAsciiString() { return (AsciiString*)&m_value; } - inline UnicodeString* asUnicodeString() { return (UnicodeString*)&m_value; } + DataType getType() const { return getTypeFromKey(m_key); } + NameKeyType getName() const { return getNameFromKey(m_key); } + Bool* asBool() { return (Bool*)&m_value; } + Int* asInt() { return (Int*)&m_value; } + Real* asReal() { return (Real*)&m_value; } + AsciiString* asAsciiString() { return (AsciiString*)&m_value; } + UnicodeString* asUnicodeString() { return (UnicodeString*)&m_value; } }; struct DictPairData @@ -314,13 +314,13 @@ class Dict unsigned short m_numPairsUsed; // length of data allocated //DictPair m_pairs[]; - inline DictPair* peek() { return (DictPair*)(this+1); } + DictPair* peek() { return (DictPair*)(this+1); } }; #ifdef RTS_DEBUG void validate() const; #else - inline void validate() const { } + void validate() const { } #endif }; diff --git a/Generals/Code/GameEngine/Include/Common/Geometry.h b/Generals/Code/GameEngine/Include/Common/Geometry.h index 029c854ca0..35930f6fa1 100644 --- a/Generals/Code/GameEngine/Include/Common/Geometry.h +++ b/Generals/Code/GameEngine/Include/Common/Geometry.h @@ -119,30 +119,30 @@ class GeometryInfo : public Snapshot void set(GeometryType type, Bool isSmall, Real height, Real majorRadius, Real minorRadius); // bleah, icky but needed for legacy code - inline void setMajorRadius(Real majorRadius) + void setMajorRadius(Real majorRadius) { m_majorRadius = majorRadius; calcBoundingStuff(); } // bleah, icky but needed for legacy code - inline void setMinorRadius(Real minorRadius) + void setMinorRadius(Real minorRadius) { m_minorRadius = minorRadius; calcBoundingStuff(); } - inline GeometryType getGeomType() const { return m_type; } - inline Bool getIsSmall() const { return m_isSmall; } - inline Real getMajorRadius() const { return m_majorRadius; } // x-axis - inline Real getMinorRadius() const { return m_minorRadius; } // y-axis + GeometryType getGeomType() const { return m_type; } + Bool getIsSmall() const { return m_isSmall; } + Real getMajorRadius() const { return m_majorRadius; } // x-axis + Real getMinorRadius() const { return m_minorRadius; } // y-axis // this has been removed and should never need to be called... // you should generally call getMaxHeightAbovePosition() instead. (srj) //inline Real getGeomHeight() const { return m_height; } // z-axis - inline Real getBoundingCircleRadius() const { return m_boundingCircleRadius; } - inline Real getBoundingSphereRadius() const { return m_boundingSphereRadius; } + Real getBoundingCircleRadius() const { return m_boundingCircleRadius; } + Real getBoundingSphereRadius() const { return m_boundingSphereRadius; } Bool isIntersectedByLineSegment(const Coord3D& loc, const Coord3D& from, const Coord3D& to) const; diff --git a/Generals/Code/GameEngine/Include/Common/INI.h b/Generals/Code/GameEngine/Include/Common/INI.h index 0e5c0e4f8e..869b4d1c20 100644 --- a/Generals/Code/GameEngine/Include/Common/INI.h +++ b/Generals/Code/GameEngine/Include/Common/INI.h @@ -116,7 +116,7 @@ struct FieldParse const void* userData; ///< field-specific data Int offset; ///< offset to data field - inline void set(const char* t, INIFieldParseProc p, const void* u, Int o) + void set(const char* t, INIFieldParseProc p, const void* u, Int o) { token = t; parse = p; @@ -144,9 +144,9 @@ class MultiIniFieldParse void add(const FieldParse* f, UnsignedInt e = 0); - inline Int getCount() const { return m_count; } - inline const FieldParse* getNthFieldParse(Int i) const { return m_fieldParse[i]; } - inline UnsignedInt getNthExtraOffset(Int i) const { return m_extraOffset[i]; } + Int getCount() const { return m_count; } + const FieldParse* getNthFieldParse(Int i) const { return m_fieldParse[i]; } + UnsignedInt getNthExtraOffset(Int i) const { return m_extraOffset[i]; } }; //------------------------------------------------------------------------------------------------- @@ -244,14 +244,14 @@ class INI static void parseWindowTransitions( INI* ini ); - inline AsciiString getFilename( void ) const { return m_filename; } - inline INILoadType getLoadType( void ) const { return m_loadType; } - inline UnsignedInt getLineNum( void ) const { return m_lineNum; } - inline const char *getSeps( void ) const { return m_seps; } - inline const char *getSepsPercent( void ) const { return m_sepsPercent; } - inline const char *getSepsColon( void ) const { return m_sepsColon; } - inline const char *getSepsQuote( void ) { return m_sepsQuote; } - inline Bool isEOF( void ) const { return m_endOfFile; } + AsciiString getFilename( void ) const { return m_filename; } + INILoadType getLoadType( void ) const { return m_loadType; } + UnsignedInt getLineNum( void ) const { return m_lineNum; } + const char *getSeps( void ) const { return m_seps; } + const char *getSepsPercent( void ) const { return m_sepsPercent; } + const char *getSepsColon( void ) const { return m_sepsColon; } + const char *getSepsQuote( void ) { return m_sepsQuote; } + Bool isEOF( void ) const { return m_endOfFile; } void initFromINI( void *what, const FieldParse* parseTable ); void initFromINIMulti( void *what, const MultiIniFieldParse& parseTableList ); diff --git a/Generals/Code/GameEngine/Include/Common/Module.h b/Generals/Code/GameEngine/Include/Common/Module.h index 78a26efb02..adc0e98e27 100644 --- a/Generals/Code/GameEngine/Include/Common/Module.h +++ b/Generals/Code/GameEngine/Include/Common/Module.h @@ -189,7 +189,7 @@ class Module : public MemoryPoolObject, virtual NameKeyType getModuleNameKey() const = 0; - inline NameKeyType getModuleTagNameKey() const { return getModuleData()->getModuleTagNameKey(); } + NameKeyType getModuleTagNameKey() const { return getModuleData()->getModuleTagNameKey(); } /** this is called after all the Modules for a given Thing are created; it allows Modules to resolve any inter-Module dependencies. @@ -211,7 +211,7 @@ class Module : public MemoryPoolObject, protected: - inline const ModuleData* getModuleData() const { return m_moduleData; } + const ModuleData* getModuleData() const { return m_moduleData; } virtual void crc( Xfer *xfer ); virtual void xfer( Xfer *xfer ); @@ -248,8 +248,8 @@ class ObjectModule : public Module protected: - inline Object *getObject() { return m_object; } - inline const Object *getObject() const { return m_object; } + Object *getObject() { return m_object; } + const Object *getObject() const { return m_object; } virtual void crc( Xfer *xfer ); virtual void xfer( Xfer *xfer ); @@ -291,8 +291,8 @@ class DrawableModule : public Module protected: - inline Drawable *getDrawable() { return m_drawable; } - inline const Drawable *getDrawable() const { return m_drawable; } + Drawable *getDrawable() { return m_drawable; } + const Drawable *getDrawable() const { return m_drawable; } virtual void crc( Xfer *xfer ); virtual void xfer( Xfer *xfer ); diff --git a/Generals/Code/GameEngine/Include/Common/Money.h b/Generals/Code/GameEngine/Include/Common/Money.h index a93eed08b0..2c4bbe3c6a 100644 --- a/Generals/Code/GameEngine/Include/Common/Money.h +++ b/Generals/Code/GameEngine/Include/Common/Money.h @@ -61,7 +61,7 @@ class Money : public Snapshot public: - inline Money() : m_playerIndex(0) + Money() : m_playerIndex(0) { init(); } @@ -71,7 +71,7 @@ class Money : public Snapshot setStartingCash(0); } - inline UnsignedInt countMoney() const + UnsignedInt countMoney() const { return m_money; } diff --git a/Generals/Code/GameEngine/Include/Common/MultiplayerSettings.h b/Generals/Code/GameEngine/Include/Common/MultiplayerSettings.h index af79c5dca7..4ea47f91b6 100644 --- a/Generals/Code/GameEngine/Include/Common/MultiplayerSettings.h +++ b/Generals/Code/GameEngine/Include/Common/MultiplayerSettings.h @@ -46,11 +46,11 @@ class MultiplayerColorDefinition static const FieldParse m_colorFieldParseTable[]; ///< the parse table for INI definition const FieldParse *getFieldParse( void ) const { return m_colorFieldParseTable; } - inline AsciiString getTooltipName(void) const { return m_tooltipName; }; - inline RGBColor getRGBValue(void) const { return m_rgbValue; }; - inline RGBColor getRGBNightValue(void) const { return m_rgbValueNight; }; - inline Color getColor(void) const { return m_color; } - inline Color getNightColor(void) const { return m_colorNight; } + AsciiString getTooltipName(void) const { return m_tooltipName; }; + RGBColor getRGBValue(void) const { return m_rgbValue; }; + RGBColor getRGBNightValue(void) const { return m_rgbValueNight; }; + Color getColor(void) const { return m_color; } + Color getNightColor(void) const { return m_colorNight; } void setColor( RGBColor rgb ); void setNightColor( RGBColor rgb ); @@ -92,14 +92,14 @@ class MultiplayerSettings : public SubsystemInterface MultiplayerColorDefinition * findMultiplayerColorDefinitionByName(AsciiString name); MultiplayerColorDefinition * newMultiplayerColorDefinition(AsciiString name); - inline Int getStartCountdownTimerSeconds( void ) { return m_startCountdownTimerSeconds; } - inline Int getMaxBeaconsPerPlayer( void ) { return m_maxBeaconsPerPlayer; } - inline Bool isShroudInMultiplayer( void ) { return m_isShroudInMultiplayer; } - inline Bool showRandomPlayerTemplate( void ) { return m_showRandomPlayerTemplate; } - inline Bool showRandomStartPos( void ) { return m_showRandomStartPos; } - inline Bool showRandomColor( void ) { return m_showRandomColor; } + Int getStartCountdownTimerSeconds( void ) { return m_startCountdownTimerSeconds; } + Int getMaxBeaconsPerPlayer( void ) { return m_maxBeaconsPerPlayer; } + Bool isShroudInMultiplayer( void ) { return m_isShroudInMultiplayer; } + Bool showRandomPlayerTemplate( void ) { return m_showRandomPlayerTemplate; } + Bool showRandomStartPos( void ) { return m_showRandomStartPos; } + Bool showRandomColor( void ) { return m_showRandomColor; } - inline Int getNumColors( void ) + Int getNumColors( void ) { if (m_numColors == 0) { m_numColors = m_colorList.size(); diff --git a/Generals/Code/GameEngine/Include/Common/NameKeyGenerator.h b/Generals/Code/GameEngine/Include/Common/NameKeyGenerator.h index 01d237638d..5c15847900 100644 --- a/Generals/Code/GameEngine/Include/Common/NameKeyGenerator.h +++ b/Generals/Code/GameEngine/Include/Common/NameKeyGenerator.h @@ -155,5 +155,5 @@ class StaticNameKey StaticNameKey(const char* p) : m_key(NAMEKEY_INVALID), m_name(p) {} NameKeyType key() const; // ugh, this is a little hokey, but lets us pretend that a StaticNameKey == NameKeyType - inline operator NameKeyType() const { return key(); } + operator NameKeyType() const { return key(); } }; diff --git a/Generals/Code/GameEngine/Include/Common/Player.h b/Generals/Code/GameEngine/Include/Common/Player.h index 86edd8a300..ddf3e3006b 100644 --- a/Generals/Code/GameEngine/Include/Common/Player.h +++ b/Generals/Code/GameEngine/Include/Common/Player.h @@ -219,42 +219,42 @@ class Player : public Snapshot void deletePlayerAI(); - inline UnicodeString getPlayerDisplayName() { return m_playerDisplayName; } - inline NameKeyType getPlayerNameKey() const { return m_playerNameKey; } + UnicodeString getPlayerDisplayName() { return m_playerDisplayName; } + NameKeyType getPlayerNameKey() const { return m_playerNameKey; } - inline AsciiString getSide() const { return m_side; } + AsciiString getSide() const { return m_side; } - inline const PlayerTemplate* getPlayerTemplate() const { return m_playerTemplate; } + const PlayerTemplate* getPlayerTemplate() const { return m_playerTemplate; } /// return the Player's Handicap sub-object - inline const Handicap *getHandicap() const { return &m_handicap; } - inline Handicap *getHandicap() { return &m_handicap; } + const Handicap *getHandicap() const { return &m_handicap; } + Handicap *getHandicap() { return &m_handicap; } /// return the Player's Money sub-object - inline Money *getMoney() { return &m_money; } - inline const Money *getMoney() const { return &m_money; } + Money *getMoney() { return &m_money; } + const Money *getMoney() const { return &m_money; } UnsignedInt getSupplyBoxValue();///< Many things can affect the alue of a crate, but at heart it is a GlobalData ratio. - inline Energy *getEnergy() { return &m_energy; } - inline const Energy *getEnergy() const { return &m_energy; } + Energy *getEnergy() { return &m_energy; } + const Energy *getEnergy() const { return &m_energy; } // adds a power bonus to this player because of energy upgrade at his power plants - inline void addPowerBonus(Object *obj) { m_energy.addPowerBonus(obj); } - inline void removePowerBonus(Object *obj) { m_energy.removePowerBonus(obj); } + void addPowerBonus(Object *obj) { m_energy.addPowerBonus(obj); } + void removePowerBonus(Object *obj) { m_energy.removePowerBonus(obj); } - inline ResourceGatheringManager *getResourceGatheringManager(){ return m_resourceGatheringManager; } - inline TunnelTracker* getTunnelSystem(){ return m_tunnelSystem; } + ResourceGatheringManager *getResourceGatheringManager(){ return m_resourceGatheringManager; } + TunnelTracker* getTunnelSystem(){ return m_tunnelSystem; } - inline Color getPlayerColor() const { return m_color; } - inline Color getPlayerNightColor() const { return m_nightColor;} + Color getPlayerColor() const { return m_color; } + Color getPlayerNightColor() const { return m_nightColor;} /// return the type of controller - inline PlayerType getPlayerType() const { return m_playerType; } + PlayerType getPlayerType() const { return m_playerType; } void setPlayerType(PlayerType t, Bool skirmish); - inline PlayerIndex getPlayerIndex() const { return m_playerIndex; } + PlayerIndex getPlayerIndex() const { return m_playerIndex; } /// return a bitmask that is unique to this player. - inline PlayerMaskType getPlayerMask() const { return 1 << m_playerIndex; } + PlayerMaskType getPlayerMask() const { return 1 << m_playerIndex; } /// a convenience function to test the ThingTemplate against the players canBuild flags /// called by canBuild @@ -528,9 +528,9 @@ class Player : public Snapshot void removeTeamFromList(TeamPrototype* team); typedef std::list PlayerTeamList; - inline const PlayerTeamList* getPlayerTeams() const { return &m_playerTeamPrototypes; } + const PlayerTeamList* getPlayerTeams() const { return &m_playerTeamPrototypes; } - inline Int getMpStartIndex(void) {return m_mpStartIndex;} + Int getMpStartIndex(void) {return m_mpStartIndex;} /// Set that all units should begin hunting. void setUnitsShouldHunt(Bool unitsShouldHunt, CommandSourceType source); diff --git a/Generals/Code/GameEngine/Include/Common/PlayerTemplate.h b/Generals/Code/GameEngine/Include/Common/PlayerTemplate.h index a1bbe03929..1caf422167 100644 --- a/Generals/Code/GameEngine/Include/Common/PlayerTemplate.h +++ b/Generals/Code/GameEngine/Include/Common/PlayerTemplate.h @@ -74,35 +74,35 @@ class PlayerTemplate PlayerTemplate(); - inline void setNameKey(NameKeyType namekey) { m_nameKey = namekey; } + void setNameKey(NameKeyType namekey) { m_nameKey = namekey; } - inline NameKeyType getNameKey() const { DEBUG_ASSERTCRASH(m_nameKey != NAMEKEY_INVALID, ("bad namekey")); return m_nameKey; } - inline AsciiString getName() const { return KEYNAME(m_nameKey); } + NameKeyType getNameKey() const { DEBUG_ASSERTCRASH(m_nameKey != NAMEKEY_INVALID, ("bad namekey")); return m_nameKey; } + AsciiString getName() const { return KEYNAME(m_nameKey); } - inline UnicodeString getDisplayName() const { return m_displayName; } + UnicodeString getDisplayName() const { return m_displayName; } - inline AsciiString getSide() const { return m_side; } + AsciiString getSide() const { return m_side; } /// return the tech tree for the player. - inline const Handicap *getHandicap() const { return &m_handicap; } + const Handicap *getHandicap() const { return &m_handicap; } /// return the money for the player. - inline const Money *getMoney() const { return &m_money; } + const Money *getMoney() const { return &m_money; } - inline const RGBColor* getPreferredColor() const { return &m_preferredColor; } + const RGBColor* getPreferredColor() const { return &m_preferredColor; } - inline AsciiString getStartingBuilding( void ) const { return m_startingBuilding; } + AsciiString getStartingBuilding( void ) const { return m_startingBuilding; } AsciiString getStartingUnit( Int i ) const; - inline const ProductionChangeMap& getProductionCostChanges() const { return m_productionCostChanges; } - inline const ProductionChangeMap& getProductionTimeChanges() const { return m_productionTimeChanges; } - inline const ProductionVeterancyMap& getProductionVeterancyLevels() const { return m_productionVeterancyLevels; } - inline Bool isObserver() const { return m_observer; } - inline Bool isPlayableSide() const { return m_playableSide; } + const ProductionChangeMap& getProductionCostChanges() const { return m_productionCostChanges; } + const ProductionChangeMap& getProductionTimeChanges() const { return m_productionTimeChanges; } + const ProductionVeterancyMap& getProductionVeterancyLevels() const { return m_productionVeterancyLevels; } + Bool isObserver() const { return m_observer; } + Bool isPlayableSide() const { return m_playableSide; } - inline AsciiString getScoreScreen (void ) const { return m_scoreScreenImage; } - inline AsciiString getLoadScreen (void ) const { return m_loadScreenImage; } - inline AsciiString getBeaconTemplate( void ) const { return m_beaconTemplate; } + AsciiString getScoreScreen (void ) const { return m_scoreScreenImage; } + AsciiString getLoadScreen (void ) const { return m_loadScreenImage; } + AsciiString getBeaconTemplate( void ) const { return m_beaconTemplate; } const Image *getHeadWaterMarkImage( void ) const; const Image *getFlagWaterMarkImage( void ) const; @@ -111,7 +111,7 @@ class PlayerTemplate //const Image *getHiliteImage( void ) const; //const Image *getPushedImage( void ) const; const Image *getSideIconImage( void ) const; - inline const AsciiString getTooltip() const { return m_tooltip; } + const AsciiString getTooltip() const { return m_tooltip; } const ScienceVec& getIntrinsicSciences() const { return m_intrinsicSciences; } Int getIntrinsicSciencePurchasePoints() const { return m_intrinsicSPP; } @@ -198,7 +198,7 @@ class PlayerTemplateStore : public SubsystemInterface const PlayerTemplate* getNthPlayerTemplate(Int i) const; const PlayerTemplate* findPlayerTemplate(NameKeyType namekey) const; - inline Int getPlayerTemplateCount() const { return m_playerTemplates.size(); } + Int getPlayerTemplateCount() const { return m_playerTemplates.size(); } // This function will fill outStringList with all the sides found in all the templates diff --git a/Generals/Code/GameEngine/Include/Common/SparseMatchFinder.h b/Generals/Code/GameEngine/Include/Common/SparseMatchFinder.h index 8d983f3a84..38e3bbed4d 100644 --- a/Generals/Code/GameEngine/Include/Common/SparseMatchFinder.h +++ b/Generals/Code/GameEngine/Include/Common/SparseMatchFinder.h @@ -109,13 +109,13 @@ class SparseMatchFinder //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- - inline static Int countConditionIntersection(const BITSET& a, const BITSET& b) + static Int countConditionIntersection(const BITSET& a, const BITSET& b) { return a.countIntersection(b); } //------------------------------------------------------------------------------------------------- - inline static Int countConditionInverseIntersection(const BITSET& a, const BITSET& b) + static Int countConditionInverseIntersection(const BITSET& a, const BITSET& b) { return a.countInverseIntersection(b); } diff --git a/Generals/Code/GameEngine/Include/Common/StateMachine.h b/Generals/Code/GameEngine/Include/Common/StateMachine.h index d60ba6dc02..964612308b 100644 --- a/Generals/Code/GameEngine/Include/Common/StateMachine.h +++ b/Generals/Code/GameEngine/Include/Common/StateMachine.h @@ -152,8 +152,8 @@ class State : public MemoryPoolObject, public Snapshot //Definition of busy -- when explicitly in the busy state. Moving or attacking is not considered busy! virtual Bool isBusy() const { return false; } - inline StateMachine* getMachine() { return m_machine; } ///< return the machine this state is part of - inline StateID getID() const { return m_ID; } ///< get this state's id + StateMachine* getMachine() { return m_machine; } ///< return the machine this state is part of + StateID getID() const { return m_ID; } ///< get this state's id Object* getMachineOwner(); const Object* getMachineOwner() const; @@ -167,7 +167,7 @@ class State : public MemoryPoolObject, public Snapshot #endif // for internal use by the StateMachine class --------------------------------------------------------- - inline void friend_setID( StateID id ) { m_ID = id; } ///< define this state's id (for use only by StateMachine class) + void friend_setID( StateID id ) { m_ID = id; } ///< define this state's id (for use only by StateMachine class) void friend_onSuccess( StateID toStateID ) { m_successStateID = toStateID; } ///< define which state to move to after successful completion void friend_onFailure( StateID toStateID ) { m_failureStateID = toStateID; } ///< define which state to move to after failure void friend_onCondition( StateTransFuncPtr test, StateID toStateID, void* userData, const char* description = NULL ); ///< define when to change state @@ -328,8 +328,8 @@ class StateMachine : public MemoryPoolObject, public Snapshot inline AsciiString getName() const {return m_name;} virtual AsciiString getCurrentStateName() const { return m_currentState ? m_currentState->getName() : AsciiString::TheEmptyString;} #else - inline Bool getWantsDebugOutput() const { return false; } - inline AsciiString getCurrentStateName() const { return AsciiString::TheEmptyString;} + Bool getWantsDebugOutput() const { return false; } + AsciiString getCurrentStateName() const { return AsciiString::TheEmptyString;} #endif protected: diff --git a/Generals/Code/GameEngine/Include/Common/SubsystemInterface.h b/Generals/Code/GameEngine/Include/Common/SubsystemInterface.h index 56b67014a3..740accba46 100644 --- a/Generals/Code/GameEngine/Include/Common/SubsystemInterface.h +++ b/Generals/Code/GameEngine/Include/Common/SubsystemInterface.h @@ -124,8 +124,8 @@ class SubsystemInterface Real m_startDrawTimeConsumed; Real m_curDrawTime; #else - inline void UPDATE(void) {update();} - inline void DRAW(void) {draw();} + void UPDATE(void) {update();} + void DRAW(void) {draw();} #endif protected: AsciiString m_name; diff --git a/Generals/Code/GameEngine/Include/Common/Team.h b/Generals/Code/GameEngine/Include/Common/Team.h index 1f3bd75793..d510d1cc5c 100644 --- a/Generals/Code/GameEngine/Include/Common/Team.h +++ b/Generals/Code/GameEngine/Include/Common/Team.h @@ -525,10 +525,10 @@ class TeamPrototype : public MemoryPoolObject, TeamPrototypeID id ); // virtual destructor prototype provided by memory pool object - inline TeamPrototypeID getID() const { return m_id; } - inline const AsciiString& getName() const { return m_name; } - inline Bool getIsSingleton() const { return (m_flags & TEAM_SINGLETON) != 0; } - inline const TeamTemplateInfo *getTemplateInfo(void) const {return &m_teamTemplate;} + TeamPrototypeID getID() const { return m_id; } + const AsciiString& getName() const { return m_name; } + Bool getIsSingleton() const { return (m_flags & TEAM_SINGLETON) != 0; } + const TeamTemplateInfo *getTemplateInfo(void) const {return &m_teamTemplate;} /** return the team's owner (backtracking up if necessary) */ diff --git a/Generals/Code/GameEngine/Include/Common/TerrainTypes.h b/Generals/Code/GameEngine/Include/Common/TerrainTypes.h index 012393a484..b0b2e2013e 100644 --- a/Generals/Code/GameEngine/Include/Common/TerrainTypes.h +++ b/Generals/Code/GameEngine/Include/Common/TerrainTypes.h @@ -118,40 +118,40 @@ class TerrainType : public MemoryPoolObject // destructor prototype defined by memory pool glue /// get the name for this terrain - inline AsciiString getName( void ) { return m_name; } + AsciiString getName( void ) { return m_name; } /// get whether this terrain is blend edge terrain. - inline Bool isBlendEdge( void ) { return m_blendEdgeTexture; } + Bool isBlendEdge( void ) { return m_blendEdgeTexture; } /// get the type of this terrain - inline TerrainClass getClass( void ) { return m_class; } + TerrainClass getClass( void ) { return m_class; } /// get the construction restrictions - inline Bool getRestrictConstruction( void ) { return m_restrictConstruction; } + Bool getRestrictConstruction( void ) { return m_restrictConstruction; } /// get the texture file for this terrain - inline AsciiString getTexture( void ) { return m_texture; } + AsciiString getTexture( void ) { return m_texture; } /// get next terrain in list, only for use by the terrain collection - inline TerrainType *friend_getNext( void ) { return m_next; } + TerrainType *friend_getNext( void ) { return m_next; } /// set the name for this terrain, for use by terrain collection only - inline void friend_setName( AsciiString name ) { m_name = name; } + void friend_setName( AsciiString name ) { m_name = name; } /// set the next pointer for the terrain list, for use by terrain collection only - inline void friend_setNext( TerrainType *next ) { m_next = next; } + void friend_setNext( TerrainType *next ) { m_next = next; } /// set the texture, for use by terrain collection only - inline void friend_setTexture( AsciiString texture ) { m_texture = texture; } + void friend_setTexture( AsciiString texture ) { m_texture = texture; } /// set the class, for use by terrain collection only - inline void friend_setClass( TerrainClass terrainClass ) { m_class = terrainClass; } + void friend_setClass( TerrainClass terrainClass ) { m_class = terrainClass; } /// set the restrict construction flag, for use by terrain collection only - inline void friend_setRestrictConstruction( Bool restrict ) { m_restrictConstruction = restrict; } + void friend_setRestrictConstruction( Bool restrict ) { m_restrictConstruction = restrict; } /// set whether this terrain is blend edge terrain, for use by terrain collection only - inline void friend_setBlendEdge( Bool isBlend ) { m_blendEdgeTexture = isBlend; } + void friend_setBlendEdge( Bool isBlend ) { m_blendEdgeTexture = isBlend; } /// get the parsing table for INI const FieldParse *getFieldParse( void ) { return m_terrainTypeFieldParseTable; } diff --git a/Generals/Code/GameEngine/Include/Common/ThingTemplate.h b/Generals/Code/GameEngine/Include/Common/ThingTemplate.h index 1e0eb5617d..f01dc7038e 100644 --- a/Generals/Code/GameEngine/Include/Common/ThingTemplate.h +++ b/Generals/Code/GameEngine/Include/Common/ThingTemplate.h @@ -398,18 +398,18 @@ class ThingTemplate : public Overridable EditorSortingType getEditorSorting() const { return (EditorSortingType)m_editorSorting; } /// return true iff the template has the specified kindOf flag set. - inline Bool isKindOf(KindOfType t) const + Bool isKindOf(KindOfType t) const { return TEST_KINDOFMASK(m_kindof, t); } /// convenience for doing multiple kindof testing at once. - inline Bool isKindOfMulti(const KindOfMaskType& mustBeSet, const KindOfMaskType& mustBeClear) const + Bool isKindOfMulti(const KindOfMaskType& mustBeSet, const KindOfMaskType& mustBeClear) const { return TEST_KINDOFMASK_MULTI(m_kindof, mustBeSet, mustBeClear); } - inline Bool isAnyKindOf( const KindOfMaskType& anyKindOf ) const + Bool isAnyKindOf( const KindOfMaskType& anyKindOf ) const { return TEST_KINDOFMASK_ANY(m_kindof, anyKindOf); } @@ -534,10 +534,10 @@ class ThingTemplate : public Overridable // these are intended ONLY for the private use of ThingFactory and do not use // the m_override pointer, it deals only with templates at the "top" level // - inline void friend_setTemplateName( const AsciiString& name ) { m_nameString = name; } - inline ThingTemplate *friend_getNextTemplate() const { return m_nextThingTemplate; } - inline void friend_setNextTemplate(ThingTemplate *tmplate) { m_nextThingTemplate = tmplate; } - inline void friend_setTemplateID(UnsignedShort id) { m_templateID = id; } + void friend_setTemplateName( const AsciiString& name ) { m_nameString = name; } + ThingTemplate *friend_getNextTemplate() const { return m_nextThingTemplate; } + void friend_setNextTemplate(ThingTemplate *tmplate) { m_nextThingTemplate = tmplate; } + void friend_setTemplateID(UnsignedShort id) { m_templateID = id; } Int getEnergyProduction() const { return m_energyProduction; } Int getEnergyBonus() const { return m_energyBonus; } diff --git a/Generals/Code/GameEngine/Include/GameClient/Drawable.h b/Generals/Code/GameEngine/Include/GameClient/Drawable.h index f189f56c96..8d4c158d7c 100644 --- a/Generals/Code/GameEngine/Include/GameClient/Drawable.h +++ b/Generals/Code/GameEngine/Include/GameClient/Drawable.h @@ -315,17 +315,17 @@ class Drawable : public Thing, void setTerrainDecalSize(Real x, Real y); void setTerrainDecalFadeTarget(Real target, Real rate = 0.1f); - inline Object *getObject( void ) { return m_object; } ///< return object ID bound to this drawble - inline const Object *getObject( void ) const { return m_object; } ///< return object ID bound to this drawble + Object *getObject( void ) { return m_object; } ///< return object ID bound to this drawble + const Object *getObject( void ) const { return m_object; } ///< return object ID bound to this drawble - inline DrawableInfo *getDrawableInfo(void) {return &m_drawableInfo;} + DrawableInfo *getDrawableInfo(void) {return &m_drawableInfo;} void setDrawableHidden( Bool hidden ); ///< hide or unhide drawable // // note that this is not necessarily the 'get' reflection of setDrawableHidden, since drawables // can spontaneously hide via stealth. (srj) // - inline Bool isDrawableEffectivelyHidden() const { return m_hidden || m_hiddenByStealth; } + Bool isDrawableEffectivelyHidden() const { return m_hidden || m_hiddenByStealth; } void setSelectable( Bool selectable ); ///< Changes the drawables selectability Bool isSelectable( void ) const; @@ -364,7 +364,7 @@ class Drawable : public Thing, //--------------------------------------------------------------------------- void setDrawableStatus( DrawableStatus bit ) { BitSet( m_status, bit ); } void clearDrawableStatus( DrawableStatus bit ) { BitClear( m_status, bit ); } - inline Bool testDrawableStatus( DrawableStatus bit ) const { return (m_status & bit) != 0; } + Bool testDrawableStatus( DrawableStatus bit ) const { return (m_status & bit) != 0; } void setShroudClearFrame( UnsignedInt frame ) { m_shroudClearFrame = frame; } UnsignedInt getShroudClearFrame( void ) { return m_shroudClearFrame; } @@ -376,7 +376,7 @@ class Drawable : public Thing, void allocateShadows(void); ///< create shadow resources if not already present. Used by Options screen. void setFullyObscuredByShroud(Bool fullyObscured); - inline Bool getFullyObscuredByShroud(void) {return m_drawableFullyObscuredByShroud;} + Bool getFullyObscuredByShroud(void) {return m_drawableFullyObscuredByShroud;} Bool getDrawsInMirror() const { return BitIsSet(m_status, DRAWABLE_STATUS_DRAWS_IN_MIRROR) || isKindOf(KINDOF_CAN_CAST_REFLECTIONS); } @@ -395,9 +395,9 @@ class Drawable : public Thing, // an "instance" matrix defines the local transform of the Drawable, and is concatenated with the global transform void setInstanceMatrix( const Matrix3D *instance ); ///< set the Drawable's instance transform const Matrix3D *getInstanceMatrix( void ) const { return &m_instance; } ///< get drawable instance transform - inline Bool isInstanceIdentity() const { return m_instanceIsIdentity; } + Bool isInstanceIdentity() const { return m_instanceIsIdentity; } - inline Real getInstanceScale( void ) const { return m_instanceScale; } ///< get scale that will be applied to instance matrix + Real getInstanceScale( void ) const { return m_instanceScale; } ///< get scale that will be applied to instance matrix void setInstanceScale(Real value) { m_instanceScale = value;} ///< set scale that will be applied to instance matrix before rendering. const Matrix3D *getTransformMatrix( void ) const; ///< return the world transform @@ -416,7 +416,7 @@ class Drawable : public Thing, void removeFromList(Drawable **pListHead); void setID( DrawableID id ); ///< set this drawable's unique ID - inline const ModelConditionFlags& getModelConditionFlags( void ) const { return m_conditionState; } + const ModelConditionFlags& getModelConditionFlags( void ) const { return m_conditionState; } // // NOTE: avoid repeated calls to the set and clear for the condition state as they @@ -516,16 +516,16 @@ class Drawable : public Thing, const Vector3 * getTintColor( void ) const; ///< get FX color value to add to ALL LIGHTS when drawing const Vector3 * getSelectionColor( void ) const; ///< get FX color value to add to ALL LIGHTS when drawing - inline TerrainDecalType getTerrainDecalType( void ) const { return m_terrainDecalType; } + TerrainDecalType getTerrainDecalType( void ) const { return m_terrainDecalType; } - inline void setDrawableOpacity( Real value ) { m_explicitOpacity = value; } ///< set alpha/opacity value used to override defaults when drawing. + void setDrawableOpacity( Real value ) { m_explicitOpacity = value; } ///< set alpha/opacity value used to override defaults when drawing. // note that this is not the 'get' inverse of setDrawableOpacity, since stealthing can also affect the effective opacity! - inline Real getEffectiveOpacity() const { return m_explicitOpacity * m_effectiveStealthOpacity; } ///< get alpha/opacity value used to override defaults when drawing. + Real getEffectiveOpacity() const { return m_explicitOpacity * m_effectiveStealthOpacity; } ///< get alpha/opacity value used to override defaults when drawing. void setEffectiveOpacity( Real pulseFactor, Real explicitOpacity = -1.0f ); // this is for the heatvision effect which operates completely independently of the stealth opacity effects. Draw() does the fading every frame. - inline Real getHeatVisionOpacity() const { return m_heatVisionOpacity; } ///< get alpha/opacity value used to render add'l heatvision rendering pass. + Real getHeatVisionOpacity() const { return m_heatVisionOpacity; } ///< get alpha/opacity value used to render add'l heatvision rendering pass. void setHeatVisionOpacity( Real op ) { m_heatVisionOpacity = op; }; ///< set alpha/opacity value used to render add'l heatvision rendering pass. // both of these assume that you are starting at one extreme 100% or 0% opacity and are trying to go to the other!! -- amit @@ -571,13 +571,13 @@ class Drawable : public Thing, Drawable *asDrawableMeth() { return this; } const Drawable *asDrawableMeth() const { return this; } - inline Module** getModuleList(ModuleType i) + Module** getModuleList(ModuleType i) { Module** m = m_modules[i - FIRST_DRAWABLE_MODULE_TYPE]; return m; } - inline Module* const* getModuleList(ModuleType i) const + Module* const* getModuleList(ModuleType i) const { Module** m = m_modules[i - FIRST_DRAWABLE_MODULE_TYPE]; return m; diff --git a/Generals/Code/GameEngine/Include/GameClient/InGameUI.h b/Generals/Code/GameEngine/Include/GameClient/InGameUI.h index b00567e185..710b5efe41 100644 --- a/Generals/Code/GameEngine/Include/GameClient/InGameUI.h +++ b/Generals/Code/GameEngine/Include/GameClient/InGameUI.h @@ -516,7 +516,7 @@ friend class Drawable; // for selection/deselection transactions Bool isDrawableCaptionBold( void ) { return m_drawableCaptionBold; } Color getDrawableCaptionColor( void ) { return m_drawableCaptionColor; } - inline Bool shouldMoveRMBScrollAnchor( void ) { return m_moveRMBScrollAnchor; } + Bool shouldMoveRMBScrollAnchor( void ) { return m_moveRMBScrollAnchor; } Bool isClientQuiet( void ) const { return m_clientQuiet; } Bool isInWaypointMode( void ) const { return m_waypointMode; } diff --git a/Generals/Code/GameEngine/Include/GameClient/Mouse.h b/Generals/Code/GameEngine/Include/GameClient/Mouse.h index 0b4b979c90..72170a511e 100644 --- a/Generals/Code/GameEngine/Include/GameClient/Mouse.h +++ b/Generals/Code/GameEngine/Include/GameClient/Mouse.h @@ -303,7 +303,7 @@ class Mouse : public SubsystemInterface virtual void setRedrawMode(RedrawMode mode) {m_currentRedrawMode=mode;} ///* path, Object *ignoreObject, CommandSourceType cmdSource ) + void aiFollowExitProductionPath( const std::vector* path, Object *ignoreObject, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FOLLOW_EXITPRODUCTION_PATH, cmdSource); parms.m_coords = *path; @@ -544,7 +544,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiFollowPath( const std::vector* path, Object *ignoreObject, CommandSourceType cmdSource ) + void aiFollowPath( const std::vector* path, Object *ignoreObject, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FOLLOW_PATH, cmdSource); parms.m_coords = *path; @@ -552,14 +552,14 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiFollowPathAppend( const Coord3D* pos, CommandSourceType cmdSource ) + void aiFollowPathAppend( const Coord3D* pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FOLLOW_PATH_APPEND, cmdSource); parms.m_pos = *pos; aiDoCommand(&parms); } - inline void aiAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_OBJECT, cmdSource); parms.m_obj = victim; @@ -567,7 +567,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FORCE_ATTACK_OBJECT, cmdSource); parms.m_obj = victim; @@ -575,7 +575,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackTeam( const Team *team, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackTeam( const Team *team, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_TEAM, cmdSource); parms.m_team = team; @@ -583,7 +583,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_POSITION, cmdSource); parms.m_pos = *pos; @@ -591,7 +591,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackMoveToPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackMoveToPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACKMOVE_TO_POSITION, cmdSource); parms.m_pos = *pos; @@ -599,7 +599,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackFollowWaypointPath( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackFollowWaypointPath( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACKFOLLOW_WAYPOINT_PATH, cmdSource); parms.m_waypoint = way; @@ -607,7 +607,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackFollowWaypointPathAsTeam( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackFollowWaypointPathAsTeam( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACKFOLLOW_WAYPOINT_PATH_AS_TEAM, cmdSource); parms.m_waypoint = way; @@ -615,20 +615,20 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiHunt( CommandSourceType cmdSource ) + void aiHunt( CommandSourceType cmdSource ) { AICommandParms parms(AICMD_HUNT, cmdSource); aiDoCommand(&parms); } - inline void aiAttackArea( const PolygonTrigger *areaToGuard, CommandSourceType cmdSource ) + void aiAttackArea( const PolygonTrigger *areaToGuard, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_AREA, cmdSource); parms.m_polygon = areaToGuard; aiDoCommand(&parms); } - inline void aiRepair( Object *obj, CommandSourceType cmdSource ) + void aiRepair( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_REPAIR, cmdSource); parms.m_obj = obj; @@ -653,49 +653,49 @@ class AICommandInterface } #endif - inline void aiResumeConstruction( Object *obj, CommandSourceType cmdSource ) + void aiResumeConstruction( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_RESUME_CONSTRUCTION, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiGetHealed( Object *healDepot, CommandSourceType cmdSource ) + void aiGetHealed( Object *healDepot, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GET_HEALED, cmdSource); parms.m_obj = healDepot; aiDoCommand(&parms); } - inline void aiGetRepaired( Object *repairDepot, CommandSourceType cmdSource ) + void aiGetRepaired( Object *repairDepot, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GET_REPAIRED, cmdSource); parms.m_obj = repairDepot; aiDoCommand(&parms); } - inline void aiEnter( Object *obj, CommandSourceType cmdSource ) + void aiEnter( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ENTER, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiDock( Object *obj, CommandSourceType cmdSource ) + void aiDock( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_DOCK, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiExit( Object *objectToExit, CommandSourceType cmdSource ) + void aiExit( Object *objectToExit, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_EXIT, cmdSource); parms.m_obj = objectToExit; aiDoCommand(&parms); } - inline void aiEvacuate( Bool exposeStealthUnits, CommandSourceType cmdSource ) + void aiEvacuate( Bool exposeStealthUnits, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_EVACUATE, cmdSource); if( exposeStealthUnits ) @@ -705,20 +705,20 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiExecuteRailedTransport( CommandSourceType cmdSource ) + void aiExecuteRailedTransport( CommandSourceType cmdSource ) { AICommandParms parms( AICMD_EXECUTE_RAILED_TRANSPORT, cmdSource ); aiDoCommand( &parms ); } - inline void aiGoProne( const DamageInfo *damageInfo, CommandSourceType cmdSource ) + void aiGoProne( const DamageInfo *damageInfo, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GO_PRONE, cmdSource); parms.m_damage = *damageInfo; aiDoCommand(&parms); } - inline void aiGuardPosition( const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardPosition( const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_POSITION, cmdSource); parms.m_pos = *pos; @@ -726,7 +726,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiGuardObject( Object *objToGuard, GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardObject( Object *objToGuard, GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_OBJECT, cmdSource); parms.m_obj = objToGuard; @@ -734,7 +734,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiGuardArea( const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardArea( const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_AREA, cmdSource); parms.m_polygon = areaToGuard; @@ -742,34 +742,34 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiGuardTunnelNetwork( GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardTunnelNetwork( GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_TUNNEL_NETWORK, cmdSource); parms.m_intValue = guardMode; aiDoCommand(&parms); } - inline void aiHackInternet( CommandSourceType cmdSource ) + void aiHackInternet( CommandSourceType cmdSource ) { AICommandParms parms(AICMD_HACK_INTERNET, cmdSource); aiDoCommand(&parms); } - inline void aiFaceObject( Object *target, CommandSourceType cmdSource ) + void aiFaceObject( Object *target, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FACE_OBJECT, cmdSource); parms.m_obj = target; aiDoCommand(&parms); } - inline void aiFacePosition( const Coord3D *pos, CommandSourceType cmdSource ) + void aiFacePosition( const Coord3D *pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FACE_POSITION, cmdSource); parms.m_pos = *pos; aiDoCommand(&parms); } - inline void aiRappelInto( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) + void aiRappelInto( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_RAPPEL_INTO, cmdSource); parms.m_obj = target; @@ -777,7 +777,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiCombatDrop( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) + void aiCombatDrop( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMBATDROP, cmdSource); parms.m_obj = target; @@ -785,14 +785,14 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiDoCommandButton( const CommandButton *commandButton, CommandSourceType cmdSource ) + void aiDoCommandButton( const CommandButton *commandButton, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMMANDBUTTON, cmdSource); parms.m_commandButton = commandButton; aiDoCommand(&parms); } - inline void aiDoCommandButtonAtPosition( const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource ) + void aiDoCommandButtonAtPosition( const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMMANDBUTTON_POS, cmdSource); parms.m_pos = *pos; @@ -800,7 +800,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiDoCommandButtonAtObject( const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource ) + void aiDoCommandButtonAtObject( const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMMANDBUTTON_OBJ, cmdSource); parms.m_obj = obj; @@ -808,27 +808,27 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiMoveAwayFromUnit( Object *obj, CommandSourceType cmdSource ) + void aiMoveAwayFromUnit( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_MOVE_AWAY_FROM_UNIT, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiWander( const Waypoint *way, CommandSourceType cmdSource ) + void aiWander( const Waypoint *way, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_WANDER, cmdSource); parms.m_waypoint = way; aiDoCommand(&parms); } - inline void aiWanderInPlace(CommandSourceType cmdSource) + void aiWanderInPlace(CommandSourceType cmdSource) { AICommandParms parms(AICMD_WANDER_IN_PLACE, cmdSource); aiDoCommand(&parms); } - inline void aiPanic( const Waypoint *way, CommandSourceType cmdSource ) + void aiPanic( const Waypoint *way, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_PANIC, cmdSource); parms.m_waypoint = way; diff --git a/Generals/Code/GameEngine/Include/GameLogic/ArmorSet.h b/Generals/Code/GameEngine/Include/GameLogic/ArmorSet.h index e644defdf6..d684bee367 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/ArmorSet.h +++ b/Generals/Code/GameEngine/Include/GameLogic/ArmorSet.h @@ -63,23 +63,23 @@ class ArmorTemplateSet const DamageFX* m_fx; public: - inline ArmorTemplateSet() + ArmorTemplateSet() { clear(); } - inline void clear() + void clear() { m_types.clear(); m_template = NULL; m_fx = NULL; } - inline const ArmorTemplate* getArmorTemplate() const { return m_template; } - inline const DamageFX* getDamageFX() const { return m_fx; } + const ArmorTemplate* getArmorTemplate() const { return m_template; } + const DamageFX* getDamageFX() const { return m_fx; } - inline Int getConditionsYesCount() const { return 1; } - inline const ArmorSetFlags& getNthConditionsYes(Int i) const { return m_types; } + Int getConditionsYesCount() const { return 1; } + const ArmorSetFlags& getNthConditionsYes(Int i) const { return m_types; } #if defined(RTS_DEBUG) inline AsciiString getDescription() const { return "ArmorTemplateSet"; } #endif diff --git a/Generals/Code/GameEngine/Include/GameLogic/CrateSystem.h b/Generals/Code/GameEngine/Include/GameLogic/CrateSystem.h index 7e4e4da313..c7c4745e31 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/CrateSystem.h +++ b/Generals/Code/GameEngine/Include/GameLogic/CrateSystem.h @@ -60,7 +60,7 @@ class CrateTemplate : public Overridable void setName( AsciiString name ) { m_name = name; } AsciiString getName(){ return m_name; } - inline const FieldParse *getFieldParse() const { return TheCrateTemplateFieldParseTable; } + const FieldParse *getFieldParse() const { return TheCrateTemplateFieldParseTable; } static const FieldParse TheCrateTemplateFieldParseTable[]; ///< the parse table for INI definition static void parseCrateCreationEntry( INI* ini, void *instance, void *store, const void* /*userData*/ ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h b/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h index 9335f8b0de..17ea737e91 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h +++ b/Generals/Code/GameEngine/Include/GameLogic/GhostObject.h @@ -47,13 +47,13 @@ class GhostObject : public Snapshot virtual void snapShot(int playerIndex)=0; virtual void updateParentObject(Object *object, PartitionData *mod)=0; virtual void freeSnapShot(int playerIndex)=0; - inline PartitionData *friend_getPartitionData(void) const {return m_partitionData;} - inline GeometryType getGeometryType(void) const {return m_parentGeometryType;} - inline Bool getGeometrySmall(void) const {return m_parentGeometryIsSmall;} - inline Real getGeometryMajorRadius(void) const {return m_parentGeometryMajorRadius;} - inline Real getGeometryMinorRadius(void) const {return m_parentGeometryminorRadius;} - inline Real getParentAngle(void) const {return m_parentAngle;} - inline const Coord3D *getParentPosition(void) const {return &m_parentPosition;} + PartitionData *friend_getPartitionData(void) const {return m_partitionData;} + GeometryType getGeometryType(void) const {return m_parentGeometryType;} + Bool getGeometrySmall(void) const {return m_parentGeometryIsSmall;} + Real getGeometryMajorRadius(void) const {return m_parentGeometryMajorRadius;} + Real getGeometryMinorRadius(void) const {return m_parentGeometryminorRadius;} + Real getParentAngle(void) const {return m_parentAngle;} + const Coord3D *getParentPosition(void) const {return &m_parentPosition;} protected: virtual void crc( Xfer *xfer ); @@ -80,12 +80,12 @@ class GhostObjectManager : public Snapshot virtual GhostObject *addGhostObject(Object *object, PartitionData *pd); virtual void removeGhostObject(GhostObject *mod); virtual void setLocalPlayerIndex(int playerIndex) { m_localPlayer = playerIndex; } - inline int getLocalPlayerIndex(void) { return m_localPlayer; } + int getLocalPlayerIndex(void) { return m_localPlayer; } virtual void updateOrphanedObjects(int *playerIndexList, int playerIndexCount); virtual void releasePartitionData(void); ///m_preferredHeight; }; - inline Real getPreferredHeightDamping() const { return m_preferredHeightDamping;} - inline LocomotorAppearance getAppearance() const { return m_template->m_appearance; } - inline LocomotorPriority getMovePriority() const { return m_template->m_movePriority; } - inline LocomotorSurfaceTypeMask getLegalSurfaces() const { return m_template->m_surfaces; } - - inline AsciiString getTemplateName() const { return m_template->m_name;} - inline Real getMinSpeed() const { return m_template->m_minSpeed;} - inline Real getAccelPitchLimit() const { return m_template->m_accelPitchLimit;} ///< Maximum amount we will pitch up or down under acceleration (including recoil.) - inline Real getBounceKick() const { return m_template->m_bounceKick;} ///< How much simulating rough terrain "bounces" a wheel up. - inline Real getPitchStiffness() const { return m_template->m_pitchStiffness;} ///< How stiff the springs are forward & back. - inline Real getRollStiffness() const { return m_template->m_rollStiffness;} ///< How stiff the springs are side to side. - inline Real getPitchDamping() const { return m_template->m_pitchDamping;} ///< How good the shock absorbers are. - inline Real getRollDamping() const { return m_template->m_rollDamping;} ///< How good the shock absorbers are. - inline Real getPitchByZVelCoef() const { return m_template->m_pitchByZVelCoef;} ///< How much we pitch in response to speed. - inline Real getThrustRoll() const { return m_template->m_thrustRoll; } ///< Thrust roll - inline Real getWobbleRate() const { return m_template->m_wobbleRate; } ///< how fast thrust things "wobble" - inline Real getMaxWobble() const { return m_template->m_maxWobble; } ///< how much thrust things "wobble" - inline Real getMinWobble() const { return m_template->m_minWobble; } ///< how much thrust things "wobble" - - inline Real getForwardVelCoef() const { return m_template->m_forwardVelCoef;} ///< How much we pitch in response to speed. - inline Real getLateralVelCoef() const { return m_template->m_lateralVelCoef;} ///< How much we roll in response to speed. - inline Real getForwardAccelCoef() const { return m_template->m_forwardAccelCoef;} ///< How much we pitch in response to acceleration. - inline Real getLateralAccelCoef() const { return m_template->m_lateralAccelCoef;} ///< How much we roll in response to acceleration. - inline Real getUniformAxialDamping() const { return m_template->m_uniformAxialDamping;} ///< How much we roll in response to acceleration. - inline Real getTurnPivotOffset() const { return m_template->m_turnPivotOffset;} - inline Bool getApply2DFrictionWhenAirborne() const { return m_template->m_apply2DFrictionWhenAirborne; } - inline Bool getIsDownhillOnly() const { return m_template->m_downhillOnly; } - inline Bool getAllowMotiveForceWhileAirborne() const { return m_template->m_allowMotiveForceWhileAirborne; } - inline Int getAirborneTargetingHeight() const { return m_template->m_airborneTargetingHeight; } - inline Bool getLocomotorWorksWhenDead() const { return m_template->m_locomotorWorksWhenDead; } - inline Bool getStickToGround() const { return m_template->m_stickToGround; } - inline Real getCloseEnoughDist() const { return m_closeEnoughDist; } - inline Bool isCloseEnoughDist3D() const { return getFlag(IS_CLOSE_ENOUGH_DIST_3D); } - inline Bool hasSuspension() const {return m_template->m_hasSuspension;} - inline Bool canMoveBackwards() const {return m_template->m_canMoveBackward;} - inline Real getMaxWheelExtension() const {return m_template->m_maximumWheelExtension;} - inline Real getMaxWheelCompression() const {return m_template->m_maximumWheelCompression;} - inline Real getWheelTurnAngle() const {return m_template->m_wheelTurnAngle;} - - inline Real getWanderWidthFactor() const {return m_template->m_wanderWidthFactor;} - inline Real getWanderAboutPointRadius() const {return m_template->m_wanderAboutPointRadius;} + Real getPreferredHeight() const { return m_preferredHeight;} ///< Just return preferredheight, no damage consideration + void restorePreferredHeightFromTemplate() { m_preferredHeight = m_template->m_preferredHeight; }; + Real getPreferredHeightDamping() const { return m_preferredHeightDamping;} + LocomotorAppearance getAppearance() const { return m_template->m_appearance; } + LocomotorPriority getMovePriority() const { return m_template->m_movePriority; } + LocomotorSurfaceTypeMask getLegalSurfaces() const { return m_template->m_surfaces; } + + AsciiString getTemplateName() const { return m_template->m_name;} + Real getMinSpeed() const { return m_template->m_minSpeed;} + Real getAccelPitchLimit() const { return m_template->m_accelPitchLimit;} ///< Maximum amount we will pitch up or down under acceleration (including recoil.) + Real getBounceKick() const { return m_template->m_bounceKick;} ///< How much simulating rough terrain "bounces" a wheel up. + Real getPitchStiffness() const { return m_template->m_pitchStiffness;} ///< How stiff the springs are forward & back. + Real getRollStiffness() const { return m_template->m_rollStiffness;} ///< How stiff the springs are side to side. + Real getPitchDamping() const { return m_template->m_pitchDamping;} ///< How good the shock absorbers are. + Real getRollDamping() const { return m_template->m_rollDamping;} ///< How good the shock absorbers are. + Real getPitchByZVelCoef() const { return m_template->m_pitchByZVelCoef;} ///< How much we pitch in response to speed. + Real getThrustRoll() const { return m_template->m_thrustRoll; } ///< Thrust roll + Real getWobbleRate() const { return m_template->m_wobbleRate; } ///< how fast thrust things "wobble" + Real getMaxWobble() const { return m_template->m_maxWobble; } ///< how much thrust things "wobble" + Real getMinWobble() const { return m_template->m_minWobble; } ///< how much thrust things "wobble" + + Real getForwardVelCoef() const { return m_template->m_forwardVelCoef;} ///< How much we pitch in response to speed. + Real getLateralVelCoef() const { return m_template->m_lateralVelCoef;} ///< How much we roll in response to speed. + Real getForwardAccelCoef() const { return m_template->m_forwardAccelCoef;} ///< How much we pitch in response to acceleration. + Real getLateralAccelCoef() const { return m_template->m_lateralAccelCoef;} ///< How much we roll in response to acceleration. + Real getUniformAxialDamping() const { return m_template->m_uniformAxialDamping;} ///< How much we roll in response to acceleration. + Real getTurnPivotOffset() const { return m_template->m_turnPivotOffset;} + Bool getApply2DFrictionWhenAirborne() const { return m_template->m_apply2DFrictionWhenAirborne; } + Bool getIsDownhillOnly() const { return m_template->m_downhillOnly; } + Bool getAllowMotiveForceWhileAirborne() const { return m_template->m_allowMotiveForceWhileAirborne; } + Int getAirborneTargetingHeight() const { return m_template->m_airborneTargetingHeight; } + Bool getLocomotorWorksWhenDead() const { return m_template->m_locomotorWorksWhenDead; } + Bool getStickToGround() const { return m_template->m_stickToGround; } + Real getCloseEnoughDist() const { return m_closeEnoughDist; } + Bool isCloseEnoughDist3D() const { return getFlag(IS_CLOSE_ENOUGH_DIST_3D); } + Bool hasSuspension() const {return m_template->m_hasSuspension;} + Bool canMoveBackwards() const {return m_template->m_canMoveBackward;} + Real getMaxWheelExtension() const {return m_template->m_maximumWheelExtension;} + Real getMaxWheelCompression() const {return m_template->m_maximumWheelCompression;} + Real getWheelTurnAngle() const {return m_template->m_wheelTurnAngle;} + + Real getWanderWidthFactor() const {return m_template->m_wanderWidthFactor;} + Real getWanderAboutPointRadius() const {return m_template->m_wanderAboutPointRadius;} Real calcMinTurnRadius(BodyDamageType condition, Real* timeToTravelThatDist) const; /// this is handy for doing things like forcing helicopters to crash realistically: cut their lift. - inline void setMaxLift(Real lift) { m_maxLift = lift; } - inline void setMaxSpeed(Real speed) + void setMaxLift(Real lift) { m_maxLift = lift; } + void setMaxSpeed(Real speed) { DEBUG_ASSERTCRASH(!(speed <= 0.0f && m_template->m_appearance == LOCO_THRUST), ("THRUST locos may not have zero speeds!")); m_maxSpeed = speed; } - inline void setMaxAcceleration(Real accel) { m_maxAccel = accel; } - inline void setMaxBraking(Real braking) { m_maxBraking = braking; } - inline void setMaxTurnRate(Real turn) { m_maxTurnRate = turn; } - inline void setAllowInvalidPosition(Bool allow) { setFlag(ALLOW_INVALID_POSITION, allow); } - inline void setCloseEnoughDist( Real dist ) { m_closeEnoughDist = dist; } - inline void setCloseEnoughDist3D( Bool setting ) { setFlag(IS_CLOSE_ENOUGH_DIST_3D, setting); } + void setMaxAcceleration(Real accel) { m_maxAccel = accel; } + void setMaxBraking(Real braking) { m_maxBraking = braking; } + void setMaxTurnRate(Real turn) { m_maxTurnRate = turn; } + void setAllowInvalidPosition(Bool allow) { setFlag(ALLOW_INVALID_POSITION, allow); } + void setCloseEnoughDist( Real dist ) { m_closeEnoughDist = dist; } + void setCloseEnoughDist3D( Bool setting ) { setFlag(IS_CLOSE_ENOUGH_DIST_3D, setting); } - inline void setPreferredHeight( Real height ) { m_preferredHeight = height; } + void setPreferredHeight( Real height ) { m_preferredHeight = height; } #ifdef CIRCLE_FOR_LANDING /** @@ -319,7 +319,7 @@ class Locomotor : public MemoryPoolObject, public Snapshot this is used mainly for force missiles to swoop in on their target, and to force airplane takeoff/landing to go smoothly. */ - inline void setUsePreciseZPos(Bool u) { setFlag(PRECISE_Z_POS, u); } + void setUsePreciseZPos(Bool u) { setFlag(PRECISE_Z_POS, u); } /** when off (the default), units slow down as they approach their target. @@ -328,7 +328,7 @@ class Locomotor : public MemoryPoolObject, public Snapshot this is useful mainly in some weird, temporary situations where we know we are going to follow this move with another one... or for carbombs. */ - inline void setNoSlowDownAsApproachingDest(Bool u) { setFlag(NO_SLOW_DOWN_AS_APPROACHING_DEST, u); } + void setNoSlowDownAsApproachingDest(Bool u) { setFlag(NO_SLOW_DOWN_AS_APPROACHING_DEST, u); } /** when off (the default), units do their normal stuff. @@ -341,10 +341,10 @@ class Locomotor : public MemoryPoolObject, public Snapshot For ground units, it also allows units to have a destination off of a pathfing grid. */ - inline void setUltraAccurate(Bool u) { setFlag(ULTRA_ACCURATE, u); } - inline Bool isUltraAccurate() const { return getFlag(ULTRA_ACCURATE); } + void setUltraAccurate(Bool u) { setFlag(ULTRA_ACCURATE, u); } + Bool isUltraAccurate() const { return getFlag(ULTRA_ACCURATE); } - inline Bool isMovingBackwards(void) const {return getFlag(MOVING_BACKWARDS);} + Bool isMovingBackwards(void) const {return getFlag(MOVING_BACKWARDS);} void startMove(void); ///< Indicates that a move is starting, primarily to reset the donut timer. jba. @@ -419,8 +419,8 @@ class Locomotor : public MemoryPoolObject, public Snapshot OFFSET_INCREASING }; - inline Bool getFlag(LocoFlag f) const { return (m_flags & (1 << f)) != 0; } - inline void setFlag(LocoFlag f, Bool b) { if (b) m_flags |= (1<getCurrentStateID(); } ///< return the id of the current state of the machine + StateID getCurrentStateID() const { return getStateMachine()->getCurrentStateID(); } ///< return the id of the current state of the machine /// @ todo -- srj sez: JBA NUKE THIS CODE, IT IS EVIL - inline void friend_addToWaypointGoalPath( const Coord3D *pathPoint ) { getStateMachine()->addToGoalPath(pathPoint); } + void friend_addToWaypointGoalPath( const Coord3D *pathPoint ) { getStateMachine()->addToGoalPath(pathPoint); } // this is intended for use ONLY by W3dWaypointBuffer and AIFollowPathState. - inline const Coord3D* friend_getGoalPathPosition( Int index ) const { return getStateMachine()->getGoalPathPosition( index ); } + const Coord3D* friend_getGoalPathPosition( Int index ) const { return getStateMachine()->getGoalPathPosition( index ); } // this is intended for use ONLY by W3dWaypointBuffer. Int friend_getWaypointGoalPathSize() const; // this is intended for use ONLY by W3dWaypointBuffer. - inline Int friend_getCurrentGoalPathIndex() const { return m_nextGoalPathIndex; } + Int friend_getCurrentGoalPathIndex() const { return m_nextGoalPathIndex; } // this is intended for use ONLY by AIFollowPathState. - inline void friend_setCurrentGoalPathIndex( Int index ) { m_nextGoalPathIndex = index; } + void friend_setCurrentGoalPathIndex( Int index ) { m_nextGoalPathIndex = index; } #ifdef DEBUG_LOGGING inline const Coord3D *friend_getRequestedDestination() const { return &m_requestedDestination; } inline const Coord3D *friend_getRequestedDestination2() const { return &m_requestedDestination2; } #endif - inline Object* getGoalObject() { return getStateMachine()->getGoalObject(); } ///< return the id of the current state of the machine - inline const Coord3D* getGoalPosition() const { return getStateMachine()->getGoalPosition(); } ///< return the id of the current state of the machine + Object* getGoalObject() { return getStateMachine()->getGoalObject(); } ///< return the id of the current state of the machine + const Coord3D* getGoalPosition() const { return getStateMachine()->getGoalPosition(); } ///< return the id of the current state of the machine - inline WhichTurretType friend_getTurretSync() const { return m_turretSyncFlag; } - inline void friend_setTurretSync(WhichTurretType t) { m_turretSyncFlag = t; } + WhichTurretType friend_getTurretSync() const { return m_turretSyncFlag; } + void friend_setTurretSync(WhichTurretType t) { m_turretSyncFlag = t; } - inline UnsignedInt getPriorWaypointID ( void ) { return m_priorWaypointID; }; - inline UnsignedInt getCurrentWaypointID ( void ) { return m_currentWaypointID; }; + UnsignedInt getPriorWaypointID ( void ) { return m_priorWaypointID; }; + UnsignedInt getCurrentWaypointID ( void ) { return m_currentWaypointID; }; - inline void clearMoveOutOfWay(void) {m_moveOutOfWay1 = INVALID_ID; m_moveOutOfWay2 = INVALID_ID;} + void clearMoveOutOfWay(void) {m_moveOutOfWay1 = INVALID_ID; m_moveOutOfWay2 = INVALID_ID;} - inline void setTmpValue(Int val) {m_tmpInt = val;} - inline Int getTmpValue(void) {return m_tmpInt;} + void setTmpValue(Int val) {m_tmpInt = val;} + Int getTmpValue(void) {return m_tmpInt;} - inline Bool getRetryPath(void) {return m_retryPath;} + Bool getRetryPath(void) {return m_retryPath;} - inline void setAllowedToChase( Bool allow ) { m_allowedToChase = allow; } - inline Bool isAllowedToChase() const { return m_allowedToChase; } + void setAllowedToChase( Bool allow ) { m_allowedToChase = allow; } + Bool isAllowedToChase() const { return m_allowedToChase; } // only for AIStateMachine. virtual void friend_notifyStateMachineChanged(); diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h b/Generals/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h index a1cfcafdb0..c1f3a17834 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h @@ -154,7 +154,7 @@ class AutoHealBehavior : public UpdateModule, return getAutoHealBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/DieModule.h b/Generals/Code/GameEngine/Include/GameLogic/Module/DieModule.h index ac770552fe..d16a49ab3d 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/DieModule.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/DieModule.h @@ -76,7 +76,7 @@ class DieModuleData : public BehaviorModuleData p.add(DieMuxData::getFieldParse(), offsetof( DieModuleData, m_dieMuxData )); } - inline Bool isDieApplicable(const Object* obj, const DamageInfo *damageInfo) const { return m_dieMuxData.isDieApplicable(obj, damageInfo); } + Bool isDieApplicable(const Object* obj, const DamageInfo *damageInfo) const { return m_dieMuxData.isDieApplicable(obj, damageInfo); } }; //------------------------------------------------------------------------------------------------- diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h b/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h index 77003163c1..906e7784d9 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h @@ -149,7 +149,7 @@ class FireWeaponWhenDamagedBehavior : public UpdateModule, return getFireWeaponWhenDamagedBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h b/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h index 60772c23e3..a7d6a9bc7c 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h @@ -113,7 +113,7 @@ class FireWeaponWhenDeadBehavior : public BehaviorModule, return getFireWeaponWhenDeadBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/JetAIUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/JetAIUpdate.h index c1b5facba1..cc6f8c4e72 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/JetAIUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/JetAIUpdate.h @@ -164,6 +164,6 @@ class JetAIUpdate : public AIUpdateInterface void getProducerLocation(); void buildLockonDrawableIfNecessary(); void doLandingCommand(Object *airfield, CommandSourceType cmdSource); - inline Bool getFlag(FlagType f) const { return (m_flags & (1<createInternal( primaryObj, primary, secondary, createOwner, lifetimeFrames ); @@ -144,7 +144,7 @@ class ObjectCreationList // Kris: August 23, 2003 // All OCLs return the first object that is created (or NULL if not applicable). /// inline convenience method to avoid having to check for null. - inline static Object* create(const ObjectCreationList* ocl, const Object* primaryObj, const Coord3D *primary, const Coord3D *secondary, UnsignedInt lifetimeFrames = 0 ) + static Object* create(const ObjectCreationList* ocl, const Object* primaryObj, const Coord3D *primary, const Coord3D *secondary, UnsignedInt lifetimeFrames = 0 ) { if (ocl) return ocl->createInternal( primaryObj, primary, secondary, lifetimeFrames ); @@ -154,7 +154,7 @@ class ObjectCreationList // Kris: August 23, 2003 // All OCLs return the first object that is created (or NULL if not applicable). /// inline convenience method to avoid having to check for null. - inline static Object* create( const ObjectCreationList* ocl, const Object* primary, const Object* secondary, UnsignedInt lifetimeFrames = 0 ) + static Object* create( const ObjectCreationList* ocl, const Object* primary, const Object* secondary, UnsignedInt lifetimeFrames = 0 ) { if (ocl) return ocl->createInternal( primary, secondary, lifetimeFrames ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h b/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h index 4b26a65620..20c9146ac3 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h +++ b/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h @@ -213,22 +213,22 @@ class CellAndObjectIntersection // not MPO: we allocate these in arrays /** return the Cell for this COI (null if the COI is not in use) */ - inline PartitionCell *getCell() { return m_cell; } + PartitionCell *getCell() { return m_cell; } /** return the Module for this COI (null if the COI is not in use) */ - inline PartitionData *getModule() { return m_module; } + PartitionData *getModule() { return m_module; } /** return the previous COI in the Cell's list of COIs. */ - inline CellAndObjectIntersection *getPrevCoi() { return m_prevCoi; } + CellAndObjectIntersection *getPrevCoi() { return m_prevCoi; } /** return the next COI in the Cell's list of COIs. */ - inline CellAndObjectIntersection *getNextCoi() { return m_nextCoi; } + CellAndObjectIntersection *getNextCoi() { return m_nextCoi; } // only for use by PartitionCell. void friend_addToCellList(CellAndObjectIntersection **pListHead); @@ -341,13 +341,13 @@ class PartitionCell : public Snapshot // not MPO: allocated in an array void invalidateShroudedStatusForAllCois(Int playerIndex); #ifdef PM_CACHE_TERRAIN_HEIGHT - inline Real getLoTerrain() const { return m_loTerrainZ; } - inline Real getHiTerrain() const { return m_hiTerrainZ; } + Real getLoTerrain() const { return m_loTerrainZ; } + Real getHiTerrain() const { return m_hiTerrainZ; } #endif void getCellCenterPos(Real& x, Real& y); - inline CellAndObjectIntersection *getFirstCoiInCell() { return m_firstCoiInCell; } + CellAndObjectIntersection *getFirstCoiInCell() { return m_firstCoiInCell; } #ifdef RTS_DEBUG void validateCoiList(); @@ -510,7 +510,7 @@ class PartitionData : public MemoryPoolObject ObjectShroudStatus getShroudedStatus(Int playerIndex); - inline Int wasSeenByAnyPlayers() const ///isInListDirtyModules(&m_dirtyModules); } - inline void prependToDirtyModules(PartitionData* o) + void prependToDirtyModules(PartitionData* o) { o->prependToDirtyModules(&m_dirtyModules); } - inline void removeFromDirtyModules(PartitionData* o) + void removeFromDirtyModules(PartitionData* o) { o->removeFromDirtyModules(&m_dirtyModules); } - inline void removeAllDirtyModules() + void removeAllDirtyModules() { while (m_dirtyModules) { diff --git a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h index 30ccb58394..55614c5757 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h @@ -194,16 +194,16 @@ class Bridge : public MemoryPoolObject Bool isPointOnBridge(const Coord3D *pLoc); Drawable *pickBridge(const Vector3 &from, const Vector3 &to, Vector3 *pos); void updateDamageState(void); ///< Updates a bridge's damage info. - inline const BridgeInfo *peekBridgeInfo(void) const {return &m_bridgeInfo;} - inline PathfindLayerEnum getLayer(void) const {return m_layer;} - inline void setLayer(PathfindLayerEnum layer) {m_layer = layer;} + const BridgeInfo *peekBridgeInfo(void) const {return &m_bridgeInfo;} + PathfindLayerEnum getLayer(void) const {return m_layer;} + void setLayer(PathfindLayerEnum layer) {m_layer = layer;} const Region2D *getBounds(void) const {return &m_bounds;} Bool isCellOnEnd(const Region2D *cell); // Is pathfind cell on the sides of the bridge Bool isCellOnSide(const Region2D *cell); // Is pathfind cell on the end of the bridge Bool isCellEntryPoint(const Region2D *cell); // Is pathfind cell an entry point to the bridge - inline void setBridgeObjectID( ObjectID id ) { m_bridgeInfo.bridgeObjectID = id; } - inline void setTowerObjectID( ObjectID id, BridgeTowerType which ) { m_bridgeInfo.towerObjectID[ which ] = id; } + void setBridgeObjectID( ObjectID id ) { m_bridgeInfo.bridgeObjectID = id; } + void setTowerObjectID( ObjectID id, BridgeTowerType which ) { m_bridgeInfo.towerObjectID[ which ] = id; } }; diff --git a/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h b/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h index 3fca822233..de74d3fa72 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h +++ b/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h @@ -55,8 +55,8 @@ class VictoryConditionsInterface : public SubsystemInterface virtual void reset( void ) = 0; virtual void update( void ) = 0; - inline void setVictoryConditions( Int victoryConditions ) { m_victoryConditions = victoryConditions; } - inline Int getVictoryConditions( void ) { return m_victoryConditions; } + void setVictoryConditions( Int victoryConditions ) { m_victoryConditions = victoryConditions; } + Int getVictoryConditions( void ) { return m_victoryConditions; } virtual Bool hasAchievedVictory(Player *player) = 0; ///< has a specific player and his allies won? virtual Bool hasBeenDefeated(Player *player) = 0; ///< has a specific player and his allies lost? diff --git a/Generals/Code/GameEngine/Include/GameLogic/Weapon.h b/Generals/Code/GameEngine/Include/GameLogic/Weapon.h index ca98a412f6..2346a3f8a1 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Weapon.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Weapon.h @@ -276,14 +276,14 @@ class WeaponBonus clear(); } - inline void clear() + void clear() { for (int i = 0; i < FIELD_COUNT; ++i) m_field[i] = 1.0f; } - inline Real getField(Field f) const { return m_field[f]; } - inline void setField(Field f, Real v) { m_field[f] = v; } + Real getField(Field f) const { return m_field[f]; } + void setField(Field f, Real v) { m_field[f] = v; } void appendBonuses(WeaponBonus& bonus) const; @@ -357,7 +357,7 @@ class WeaponTemplate : public MemoryPoolObject Bool isOverride( void ) { return m_nextTemplate != NULL; } /// field table for loading the values from an INI - inline const FieldParse *getFieldParse() const { return TheWeaponTemplateFieldParseTable; } + const FieldParse *getFieldParse() const { return TheWeaponTemplateFieldParseTable; } /** fire the weapon. return the logic-frame in which the damage will be dealt. @@ -406,54 +406,54 @@ class WeaponTemplate : public MemoryPoolObject Int getPreAttackDelay(const WeaponBonus& bonus) const; Bool isContactWeapon() const; - inline Real getRequestAssistRange() const {return m_requestAssistRange;} - inline AsciiString getName() const { return m_name; } - inline AsciiString getProjectileStreamName() const { return m_projectileStreamName; } - inline AsciiString getLaserName() const { return m_laserName; } - inline NameKeyType getNameKey() const { return m_nameKey; } - inline Real getWeaponSpeed() const { return m_weaponSpeed; } - inline Real getMinWeaponSpeed() const { return m_minWeaponSpeed; } - inline Bool isScaleWeaponSpeed() const { return m_isScaleWeaponSpeed; } - inline Real getWeaponRecoilAmount() const { return m_weaponRecoil; } - inline Real getMinTargetPitch() const { return m_minTargetPitch; } - inline Real getMaxTargetPitch() const { return m_maxTargetPitch; } - inline DamageType getDamageType() const { return m_damageType; } - inline DeathType getDeathType() const { return m_deathType; } - inline Real getContinueAttackRange() const { return m_continueAttackRange; } - inline Real getInfantryInaccuracyDist() const { return m_infantryInaccuracyDist; } - inline Real getAimDelta() const { return m_aimDelta; } - inline Real getScatterRadius() const { return m_scatterRadius; } - inline Real getScatterTargetScalar() const { return m_scatterTargetScalar; } - inline const ThingTemplate* getProjectileTemplate() const { return m_projectileTmpl; } - inline Bool getDamageDealtAtSelfPosition() const { return m_damageDealtAtSelfPosition; } - inline Int getAffectsMask() const { return m_affectsMask; } - inline Int getProjectileCollideMask() const { return m_collideMask; } - inline WeaponReloadType getReloadType() const { return m_reloadType; } - inline WeaponPrefireType getPrefireType() const { return m_prefireType; } - inline Bool getAutoReloadsClip() const { return m_reloadType == AUTO_RELOAD; } - inline Int getClipSize() const { return m_clipSize; } - inline Int getContinuousFireOneShotsNeeded() const { return m_continuousFireOneShotsNeeded; } - inline Int getContinuousFireTwoShotsNeeded() const { return m_continuousFireTwoShotsNeeded; } - inline UnsignedInt getContinuousFireCoastFrames() const { return m_continuousFireCoastFrames; } - inline UnsignedInt getAutoReloadWhenIdleFrames() const { return m_autoReloadWhenIdleFrames; } - inline UnsignedInt getSuspendFXDelay() const { return m_suspendFXDelay; } - - inline const FXList* getFireFX(VeterancyLevel v) const { return m_fireFXs[v]; } - inline const FXList* getProjectileDetonateFX(VeterancyLevel v) const { return m_projectileDetonateFXs[v]; } - inline const ObjectCreationList* getFireOCL(VeterancyLevel v) const { return m_fireOCLs[v]; } - inline const ObjectCreationList* getProjectileDetonationOCL(VeterancyLevel v) const { return m_projectileDetonationOCLs[v]; } - inline const ParticleSystemTemplate* getProjectileExhaust(VeterancyLevel v) const { return m_projectileExhausts[v]; } - - inline const AudioEventRTS& getFireSound() const { return m_fireSound; } - inline UnsignedInt getFireSoundLoopTime() const { return m_fireSoundLoopTime; } - inline const std::vector& getScatterTargetsVector() const { return m_scatterTargets; } - inline const WeaponBonusSet* getExtraBonus() const { return m_extraBonus; } - inline Int getShotsPerBarrel() const { return m_shotsPerBarrel; } - inline Int getAntiMask() const { return m_antiMask; } - inline Bool isLeechRangeWeapon() const { return m_leechRangeWeapon; } - inline Bool isCapableOfFollowingWaypoint() const { return m_capableOfFollowingWaypoint; } - inline Bool isShowsAmmoPips() const { return m_isShowsAmmoPips; } - inline Bool isPlayFXWhenStealthed() const { return m_playFXWhenStealthed; } + Real getRequestAssistRange() const {return m_requestAssistRange;} + AsciiString getName() const { return m_name; } + AsciiString getProjectileStreamName() const { return m_projectileStreamName; } + AsciiString getLaserName() const { return m_laserName; } + NameKeyType getNameKey() const { return m_nameKey; } + Real getWeaponSpeed() const { return m_weaponSpeed; } + Real getMinWeaponSpeed() const { return m_minWeaponSpeed; } + Bool isScaleWeaponSpeed() const { return m_isScaleWeaponSpeed; } + Real getWeaponRecoilAmount() const { return m_weaponRecoil; } + Real getMinTargetPitch() const { return m_minTargetPitch; } + Real getMaxTargetPitch() const { return m_maxTargetPitch; } + DamageType getDamageType() const { return m_damageType; } + DeathType getDeathType() const { return m_deathType; } + Real getContinueAttackRange() const { return m_continueAttackRange; } + Real getInfantryInaccuracyDist() const { return m_infantryInaccuracyDist; } + Real getAimDelta() const { return m_aimDelta; } + Real getScatterRadius() const { return m_scatterRadius; } + Real getScatterTargetScalar() const { return m_scatterTargetScalar; } + const ThingTemplate* getProjectileTemplate() const { return m_projectileTmpl; } + Bool getDamageDealtAtSelfPosition() const { return m_damageDealtAtSelfPosition; } + Int getAffectsMask() const { return m_affectsMask; } + Int getProjectileCollideMask() const { return m_collideMask; } + WeaponReloadType getReloadType() const { return m_reloadType; } + WeaponPrefireType getPrefireType() const { return m_prefireType; } + Bool getAutoReloadsClip() const { return m_reloadType == AUTO_RELOAD; } + Int getClipSize() const { return m_clipSize; } + Int getContinuousFireOneShotsNeeded() const { return m_continuousFireOneShotsNeeded; } + Int getContinuousFireTwoShotsNeeded() const { return m_continuousFireTwoShotsNeeded; } + UnsignedInt getContinuousFireCoastFrames() const { return m_continuousFireCoastFrames; } + UnsignedInt getAutoReloadWhenIdleFrames() const { return m_autoReloadWhenIdleFrames; } + UnsignedInt getSuspendFXDelay() const { return m_suspendFXDelay; } + + const FXList* getFireFX(VeterancyLevel v) const { return m_fireFXs[v]; } + const FXList* getProjectileDetonateFX(VeterancyLevel v) const { return m_projectileDetonateFXs[v]; } + const ObjectCreationList* getFireOCL(VeterancyLevel v) const { return m_fireOCLs[v]; } + const ObjectCreationList* getProjectileDetonationOCL(VeterancyLevel v) const { return m_projectileDetonationOCLs[v]; } + const ParticleSystemTemplate* getProjectileExhaust(VeterancyLevel v) const { return m_projectileExhausts[v]; } + + const AudioEventRTS& getFireSound() const { return m_fireSound; } + UnsignedInt getFireSoundLoopTime() const { return m_fireSoundLoopTime; } + const std::vector& getScatterTargetsVector() const { return m_scatterTargets; } + const WeaponBonusSet* getExtraBonus() const { return m_extraBonus; } + Int getShotsPerBarrel() const { return m_shotsPerBarrel; } + Int getAntiMask() const { return m_antiMask; } + Bool isLeechRangeWeapon() const { return m_leechRangeWeapon; } + Bool isCapableOfFollowingWaypoint() const { return m_capableOfFollowingWaypoint; } + Bool isShowsAmmoPips() const { return m_isShowsAmmoPips; } + Bool isPlayFXWhenStealthed() const { return m_playFXWhenStealthed; } Bool shouldProjectileCollideWith( const Object* projectileLauncher, @@ -665,32 +665,32 @@ class Weapon : public MemoryPoolObject, Bool isLaser() const { return m_template->getLaserName().isNotEmpty(); } void createLaser( const Object *sourceObj, const Object *victimObj, const Coord3D *victimPos ); - inline const WeaponTemplate* getTemplate() const { return m_template; } - inline WeaponSlotType getWeaponSlot() const { return m_wslot; } - inline AsciiString getName() const { return m_template->getName(); } - inline UnsignedInt getLastShotFrame() const { return m_lastFireFrame; } ///< frame a shot was last fired on + const WeaponTemplate* getTemplate() const { return m_template; } + WeaponSlotType getWeaponSlot() const { return m_wslot; } + AsciiString getName() const { return m_template->getName(); } + UnsignedInt getLastShotFrame() const { return m_lastFireFrame; } ///< frame a shot was last fired on // If we are "reloading", then m_ammoInClip is a lie. It will say full. - inline UnsignedInt getRemainingAmmo() const { return (getStatus() == RELOADING_CLIP) ? 0 : m_ammoInClip; } - inline WeaponReloadType getReloadType() const { return m_template->getReloadType(); } - inline Bool getAutoReloadsClip() const { return m_template->getAutoReloadsClip(); } - inline Real getAimDelta() const { return m_template->getAimDelta(); } - inline Real getScatterRadius() const { return m_template->getScatterRadius(); } - inline Real getScatterTargetScalar() const { return m_template->getScatterTargetScalar(); } - inline Int getAntiMask() const { return m_template->getAntiMask(); } - inline Bool isCapableOfFollowingWaypoint() const { return m_template->isCapableOfFollowingWaypoint(); } - inline Int getContinuousFireOneShotsNeeded() const { return m_template->getContinuousFireOneShotsNeeded(); } - inline Int getContinuousFireTwoShotsNeeded() const { return m_template->getContinuousFireTwoShotsNeeded(); } - inline UnsignedInt getContinuousFireCoastFrames() const { return m_template->getContinuousFireCoastFrames(); } - inline UnsignedInt getAutoReloadWhenIdleFrames() const { return m_template->getAutoReloadWhenIdleFrames(); } - inline const AudioEventRTS& getFireSound() const { return m_template->getFireSound(); } - inline UnsignedInt getFireSoundLoopTime() const { return m_template->getFireSoundLoopTime(); } - inline DamageType getDamageType() const { return m_template->getDamageType(); } - inline DeathType getDeathType() const { return m_template->getDeathType(); } - inline Real getContinueAttackRange() const { return m_template->getContinueAttackRange(); } - inline Bool isShowsAmmoPips() const { return m_template->isShowsAmmoPips(); } - inline Int getClipSize() const { return m_template->getClipSize(); } + UnsignedInt getRemainingAmmo() const { return (getStatus() == RELOADING_CLIP) ? 0 : m_ammoInClip; } + WeaponReloadType getReloadType() const { return m_template->getReloadType(); } + Bool getAutoReloadsClip() const { return m_template->getAutoReloadsClip(); } + Real getAimDelta() const { return m_template->getAimDelta(); } + Real getScatterRadius() const { return m_template->getScatterRadius(); } + Real getScatterTargetScalar() const { return m_template->getScatterTargetScalar(); } + Int getAntiMask() const { return m_template->getAntiMask(); } + Bool isCapableOfFollowingWaypoint() const { return m_template->isCapableOfFollowingWaypoint(); } + Int getContinuousFireOneShotsNeeded() const { return m_template->getContinuousFireOneShotsNeeded(); } + Int getContinuousFireTwoShotsNeeded() const { return m_template->getContinuousFireTwoShotsNeeded(); } + UnsignedInt getContinuousFireCoastFrames() const { return m_template->getContinuousFireCoastFrames(); } + UnsignedInt getAutoReloadWhenIdleFrames() const { return m_template->getAutoReloadWhenIdleFrames(); } + const AudioEventRTS& getFireSound() const { return m_template->getFireSound(); } + UnsignedInt getFireSoundLoopTime() const { return m_template->getFireSoundLoopTime(); } + DamageType getDamageType() const { return m_template->getDamageType(); } + DeathType getDeathType() const { return m_template->getDeathType(); } + Real getContinueAttackRange() const { return m_template->getContinueAttackRange(); } + Bool isShowsAmmoPips() const { return m_template->isShowsAmmoPips(); } + Int getClipSize() const { return m_template->getClipSize(); } // Contact weapons (like car bombs) need to basically collide with their target. - inline Bool isContactWeapon() const { return m_template->isContactWeapon(); } + Bool isContactWeapon() const { return m_template->isContactWeapon(); } UnsignedInt getClipReloadTime(const Object *source) const; @@ -818,7 +818,7 @@ class WeaponStore : public SubsystemInterface const WeaponTemplate *findWeaponTemplateByNameKey( NameKeyType key ) const { return findWeaponTemplatePrivate( key ); } // this dynamically allocates a new Weapon, which is owned (and must be freed!) by the caller. - inline Weapon* allocateNewWeapon(const WeaponTemplate *tmpl, WeaponSlotType wslot) const + Weapon* allocateNewWeapon(const WeaponTemplate *tmpl, WeaponSlotType wslot) const { return newInstance(Weapon)(tmpl, wslot); // my, that was easy } diff --git a/Generals/Code/GameEngine/Include/GameLogic/WeaponSet.h b/Generals/Code/GameEngine/Include/GameLogic/WeaponSet.h index c2e8ecefe6..eecd011a36 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/WeaponSet.h +++ b/Generals/Code/GameEngine/Include/GameLogic/WeaponSet.h @@ -116,7 +116,7 @@ class WeaponTemplateSet static void parsePreferredAgainst(INI* ini, void *instance, void *store, const void* userData); public: - inline WeaponTemplateSet() + WeaponTemplateSet() { clear(); } @@ -131,12 +131,12 @@ class WeaponTemplateSet Bool isWeaponLockSharedAcrossSets() const {return m_isWeaponLockSharedAcrossSets; } Bool hasAnyWeapons() const; - inline const WeaponTemplate* getNth(WeaponSlotType n) const { return m_template[n]; } - inline UnsignedInt getNthCommandSourceMask(WeaponSlotType n) const { return m_autoChooseMask[n]; } - inline const KindOfMaskType& getNthPreferredAgainstMask(WeaponSlotType n) const { return m_preferredAgainst[n]; } + const WeaponTemplate* getNth(WeaponSlotType n) const { return m_template[n]; } + UnsignedInt getNthCommandSourceMask(WeaponSlotType n) const { return m_autoChooseMask[n]; } + const KindOfMaskType& getNthPreferredAgainstMask(WeaponSlotType n) const { return m_preferredAgainst[n]; } - inline Int getConditionsYesCount() const { return 1; } - inline const WeaponSetFlags& getNthConditionsYes(Int i) const { return m_types; } + Int getConditionsYesCount() const { return 1; } + const WeaponSetFlags& getNthConditionsYes(Int i) const { return m_types; } #if defined(RTS_DEBUG) inline AsciiString getDescription() const { return "ArmorTemplateSet"; } #endif diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/HeightMap.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/HeightMap.h index e94fa96159..4e0829dedd 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/HeightMap.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/HeightMap.h @@ -134,7 +134,7 @@ class HeightMapRenderObjClass : public RenderObjClass, public DX8_CleanupHook ///allocate resources needed to render heightmap int initHeightData(Int width, Int height, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator); Int freeMapResources(void); ///< free resources used to render heightmap - inline UnsignedByte getClipHeight(Int x, Int y) const + UnsignedByte getClipHeight(Int x, Int y) const { Int xextent = m_map->getXExtent() - 1; Int yextent = m_map->getYExtent() - 1; diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h index 293ca4bc07..3db0b660f3 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h @@ -236,7 +236,7 @@ struct ModelConditionInfo PUBLIC_BONES_VALID = 0x0010 }; - inline ModelConditionInfo() + ModelConditionInfo() { clear(); } @@ -245,8 +245,8 @@ struct ModelConditionInfo void loadAnimations() const; void preloadAssets( TimeOfDay timeOfDay, Real scale ); ///< preload any assets for time of day - inline Int getConditionsYesCount() const { DEBUG_ASSERTCRASH(m_conditionsYesVec.size() > 0, ("empty m_conditionsYesVec.size(), see srj")); return m_conditionsYesVec.size(); } - inline const ModelConditionFlags& getNthConditionsYes(Int i) const { return m_conditionsYesVec[i]; } + Int getConditionsYesCount() const { DEBUG_ASSERTCRASH(m_conditionsYesVec.size() > 0, ("empty m_conditionsYesVec.size(), see srj")); return m_conditionsYesVec.size(); } + const ModelConditionFlags& getNthConditionsYes(Int i) const { return m_conditionsYesVec[i]; } #if defined(RTS_DEBUG) inline AsciiString getDescription() const { return m_description; } #endif @@ -412,7 +412,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface virtual const ObjectDrawInterface* getObjectDrawInterface() const { return this; } ///@todo: I had to make this public because W3DDevice needs access for casting shadows -MW - inline RenderObjClass *getRenderObject() { return m_renderObject; } + RenderObjClass *getRenderObject() { return m_renderObject; } virtual Bool updateBonesForClientParticleSystems( void );///< this will reposition particle systems on the fly ML virtual void onDrawableBoundToObject(); @@ -423,7 +423,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface virtual void onRenderObjRecreated(void){}; - inline const ModelConditionInfo* getCurState() const { return m_curState; } + const ModelConditionInfo* getCurState() const { return m_curState; } void setModelState(const ModelConditionInfo* newState); const ModelConditionInfo* findBestInfo(const ModelConditionFlags& c) const; @@ -438,7 +438,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface Bool setCurAnimDurationInMsec(Real duration); - inline Bool getFullyObscuredByShroud() const { return m_fullyObscuredByShroud; } + Bool getFullyObscuredByShroud() const { return m_fullyObscuredByShroud; } private: diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h index 16d8b46667..da0a942acd 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h @@ -52,8 +52,8 @@ class W3DShadowManager void invalidateCachedLightPositions(void); ///m_width) m_drawWidthX = m_width;} - inline void setDrawHeight(Int height) {m_drawHeightY = height; if (m_drawHeightY>m_height) m_drawHeightY = m_height;} - inline Int getBorderSize(void) {return m_borderSize;} + Int getDrawOrgX(void) {return m_drawOriginX;} + Int getDrawOrgY(void) {return m_drawOriginY;} + + Int getDrawWidth(void) {return m_drawWidthX;} + Int getDrawHeight(void) {return m_drawHeightY;} + void setDrawWidth(Int width) {m_drawWidthX = width; if (m_drawWidthX>m_width) m_drawWidthX = m_width;} + void setDrawHeight(Int height) {m_drawHeightY = height; if (m_drawHeightY>m_height) m_drawHeightY = m_height;} + Int getBorderSize(void) {return m_borderSize;} /// Get height with the offset that HeightMapRenderObjClass uses built in. - inline UnsignedByte getDisplayHeight(Int x, Int y) { return m_data[x+m_drawOriginX+m_width*(y+m_drawOriginY)];} + UnsignedByte getDisplayHeight(Int x, Int y) { return m_data[x+m_drawOriginX+m_width*(y+m_drawOriginY)];} /// Get height in normal coordinates. - inline UnsignedByte getHeight(Int xIndex, Int yIndex) + UnsignedByte getHeight(Int xIndex, Int yIndex) { Int ndx = (yIndex*m_width)+xIndex; if ((ndx>=0) && (ndx> 16) & 0xff) / 255.0f; green = ((c >> 8) & 0xff) / 255.0f; diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h index a7adf40f71..dc004e925b 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h @@ -260,22 +260,22 @@ class FVFInfoClass : public W3DMPO public: FVFInfoClass(unsigned FVF); - inline unsigned Get_Location_Offset() const { return location_offset; } - inline unsigned Get_Normal_Offset() const { return normal_offset; } + unsigned Get_Location_Offset() const { return location_offset; } + unsigned Get_Normal_Offset() const { return normal_offset; } #ifdef WWDEBUG inline unsigned Get_Tex_Offset(unsigned int n) const { WWASSERT(n>SHIFT_DEPTHCOMPARE); } - inline DepthMaskType Get_Depth_Mask(void) const { return (DepthMaskType)((ShaderBits&MASK_DEPTHMASK)>>SHIFT_DEPTHMASK); } - inline ColorMaskType Get_Color_Mask(void) const { return (ColorMaskType)((ShaderBits&MASK_COLORMASK)>>SHIFT_COLORMASK); } - inline DetailAlphaFuncType Get_Post_Detail_Alpha_Func(void) const { return (DetailAlphaFuncType)((ShaderBits&MASK_POSTDETAILALPHAFUNC)>>SHIFT_POSTDETAILALPHAFUNC); } - inline DetailColorFuncType Get_Post_Detail_Color_Func(void) const { return (DetailColorFuncType)((ShaderBits&MASK_POSTDETAILCOLORFUNC)>>SHIFT_POSTDETAILCOLORFUNC); } - inline AlphaTestType Get_Alpha_Test(void) const { return (AlphaTestType)((ShaderBits&MASK_ALPHATEST)>>SHIFT_ALPHATEST); } - inline CullModeType Get_Cull_Mode(void) const { return (CullModeType)((ShaderBits&MASK_CULLMODE)>>SHIFT_CULLMODE); } - inline DstBlendFuncType Get_Dst_Blend_Func(void) const { return (DstBlendFuncType)((ShaderBits&MASK_DSTBLEND)>>SHIFT_DSTBLEND); } - inline FogFuncType Get_Fog_Func(void) const { return (FogFuncType)((ShaderBits&MASK_FOG)>>SHIFT_FOG); } - inline PriGradientType Get_Primary_Gradient(void) const { return (PriGradientType)((ShaderBits&MASK_PRIGRADIENT)>>SHIFT_PRIGRADIENT); } - inline SecGradientType Get_Secondary_Gradient(void) const { return (SecGradientType)((ShaderBits&MASK_SECGRADIENT)>>SHIFT_SECGRADIENT); } - inline SrcBlendFuncType Get_Src_Blend_Func(void) const { return (SrcBlendFuncType)((ShaderBits&MASK_SRCBLEND)>>SHIFT_SRCBLEND); } - inline TexturingType Get_Texturing(void) const { return (TexturingType)((ShaderBits&MASK_TEXTURING)>>SHIFT_TEXTURING); } - inline NPatchEnableType Get_NPatch_Enable(void) const { return (NPatchEnableType)((ShaderBits&MASK_NPATCHENABLE)>>SHIFT_NPATCHENABLE); } - - inline void Set_Depth_Compare(DepthCompareType x) { ShaderBits&=~MASK_DEPTHCOMPARE;ShaderBits|=(x<>SHIFT_DEPTHCOMPARE); } + DepthMaskType Get_Depth_Mask(void) const { return (DepthMaskType)((ShaderBits&MASK_DEPTHMASK)>>SHIFT_DEPTHMASK); } + ColorMaskType Get_Color_Mask(void) const { return (ColorMaskType)((ShaderBits&MASK_COLORMASK)>>SHIFT_COLORMASK); } + DetailAlphaFuncType Get_Post_Detail_Alpha_Func(void) const { return (DetailAlphaFuncType)((ShaderBits&MASK_POSTDETAILALPHAFUNC)>>SHIFT_POSTDETAILALPHAFUNC); } + DetailColorFuncType Get_Post_Detail_Color_Func(void) const { return (DetailColorFuncType)((ShaderBits&MASK_POSTDETAILCOLORFUNC)>>SHIFT_POSTDETAILCOLORFUNC); } + AlphaTestType Get_Alpha_Test(void) const { return (AlphaTestType)((ShaderBits&MASK_ALPHATEST)>>SHIFT_ALPHATEST); } + CullModeType Get_Cull_Mode(void) const { return (CullModeType)((ShaderBits&MASK_CULLMODE)>>SHIFT_CULLMODE); } + DstBlendFuncType Get_Dst_Blend_Func(void) const { return (DstBlendFuncType)((ShaderBits&MASK_DSTBLEND)>>SHIFT_DSTBLEND); } + FogFuncType Get_Fog_Func(void) const { return (FogFuncType)((ShaderBits&MASK_FOG)>>SHIFT_FOG); } + PriGradientType Get_Primary_Gradient(void) const { return (PriGradientType)((ShaderBits&MASK_PRIGRADIENT)>>SHIFT_PRIGRADIENT); } + SecGradientType Get_Secondary_Gradient(void) const { return (SecGradientType)((ShaderBits&MASK_SECGRADIENT)>>SHIFT_SECGRADIENT); } + SrcBlendFuncType Get_Src_Blend_Func(void) const { return (SrcBlendFuncType)((ShaderBits&MASK_SRCBLEND)>>SHIFT_SRCBLEND); } + TexturingType Get_Texturing(void) const { return (TexturingType)((ShaderBits&MASK_TEXTURING)>>SHIFT_TEXTURING); } + NPatchEnableType Get_NPatch_Enable(void) const { return (NPatchEnableType)((ShaderBits&MASK_NPATCHENABLE)>>SHIFT_NPATCHENABLE); } + + void Set_Depth_Compare(DepthCompareType x) { ShaderBits&=~MASK_DEPTHCOMPARE;ShaderBits|=(x<=first && cur<=second) is = true; if (cur<=first && cur>=second) is = true; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h b/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h index 84b2ec0b70..fccf3c2ed9 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/BitFlags.h @@ -63,29 +63,29 @@ class BitFlags kInit = 0 }; - BitFlags() + inline BitFlags() { } - BitFlags(BogusInitType k, Int idx1) + inline BitFlags(BogusInitType k, Int idx1) { m_bits.set(idx1); } - BitFlags(BogusInitType k, Int idx1, Int idx2) + inline BitFlags(BogusInitType k, Int idx1, Int idx2) { m_bits.set(idx1); m_bits.set(idx2); } - BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3) + inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3) { m_bits.set(idx1); m_bits.set(idx2); m_bits.set(idx3); } - BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4) + inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4) { m_bits.set(idx1); m_bits.set(idx2); @@ -93,7 +93,7 @@ class BitFlags m_bits.set(idx4); } - BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4, Int idx5) + inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, Int idx4, Int idx5) { m_bits.set(idx1); m_bits.set(idx2); @@ -102,7 +102,7 @@ class BitFlags m_bits.set(idx5); } - BitFlags(BogusInitType k, + inline BitFlags(BogusInitType k, Int idx1, Int idx2, Int idx3, @@ -131,28 +131,28 @@ class BitFlags m_bits.set(idx12); } - Bool operator==(const BitFlags& that) const + inline Bool operator==(const BitFlags& that) const { return this->m_bits == that.m_bits; } - Bool operator!=(const BitFlags& that) const + inline Bool operator!=(const BitFlags& that) const { return this->m_bits != that.m_bits; } - void set(Int i, Int val = 1) + inline void set(Int i, Int val = 1) { m_bits.set(i, val); } - Bool test(Int i) const + inline Bool test(Int i) const { return m_bits.test(i); } //Tests for any bits that are set in both. - Bool testForAny( const BitFlags& that ) const + inline Bool testForAny( const BitFlags& that ) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; @@ -160,7 +160,7 @@ class BitFlags } //All argument bits must be set in our bits too in order to return TRUE - Bool testForAll( const BitFlags& that ) const + inline Bool testForAll( const BitFlags& that ) const { DEBUG_ASSERTCRASH( that.any(), ("BitFlags::testForAll is always true if you ask about zero flags. Did you mean that?") ); @@ -171,46 +171,46 @@ class BitFlags } //None of the argument bits must be set in our bits in order to return TRUE - Bool testForNone( const BitFlags& that ) const + inline Bool testForNone( const BitFlags& that ) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; return !tmp.m_bits.any(); } - Int size() const + inline Int size() const { return m_bits.size(); } - Int count() const + inline Int count() const { return m_bits.count(); } - Bool any() const + inline Bool any() const { return m_bits.any(); } - void flip() + inline void flip() { m_bits.flip(); } - void clear() + inline void clear() { m_bits.reset(); } - Int countIntersection(const BitFlags& that) const + inline Int countIntersection(const BitFlags& that) const { BitFlags tmp = *this; tmp.m_bits &= that.m_bits; return tmp.m_bits.count(); } - Int countInverseIntersection(const BitFlags& that) const + inline Int countInverseIntersection(const BitFlags& that) const { BitFlags tmp = *this; tmp.m_bits.flip(); @@ -218,7 +218,7 @@ class BitFlags return tmp.m_bits.count(); } - Bool anyIntersectionWith(const BitFlags& that) const + inline Bool anyIntersectionWith(const BitFlags& that) const { /// @todo srj -- improve me. BitFlags tmp = that; @@ -226,23 +226,23 @@ class BitFlags return tmp.m_bits.any(); } - void clear(const BitFlags& clr) + inline void clear(const BitFlags& clr) { m_bits &= ~clr.m_bits; } - void set(const BitFlags& set) + inline void set(const BitFlags& set) { m_bits |= set.m_bits; } - void clearAndSet(const BitFlags& clr, const BitFlags& set) + inline void clearAndSet(const BitFlags& clr, const BitFlags& set) { m_bits &= ~clr.m_bits; m_bits |= set.m_bits; } - Bool testSetAndClear(const BitFlags& mustBeSet, const BitFlags& mustBeClear) const + inline Bool testSetAndClear(const BitFlags& mustBeSet, const BitFlags& mustBeClear) const { /// @todo srj -- improve me. BitFlags tmp = *this; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/BuildAssistant.h b/GeneralsMD/Code/GameEngine/Include/Common/BuildAssistant.h index 23dad11fca..f56792d282 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/BuildAssistant.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/BuildAssistant.h @@ -174,7 +174,7 @@ class BuildAssistant : public SubsystemInterface Object *builderObject ); /// return the "scratch pad" array that can be used to create a line of build locations - virtual inline Coord3D *getBuildLocations( void ) { return m_buildPositions; } + virtual Coord3D *getBuildLocations( void ) { return m_buildPositions; } /// is the template a line build object, like a wall virtual Bool isLineBuildTemplate( const ThingTemplate *tTemplate ); diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Dict.h b/GeneralsMD/Code/GameEngine/Include/Common/Dict.h index 8ce7f08680..295ffd2fae 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Dict.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Dict.h @@ -125,7 +125,7 @@ class Dict /** Return there is a pair with the given key and datatype, return true. */ - inline Bool known(NameKeyType key, DataType d) const + Bool known(NameKeyType key, DataType d) const { return getType(key) == d; } @@ -278,17 +278,17 @@ class Dict DictPairKeyType m_key; void* m_value; - inline static DictPairKeyType createKey(NameKeyType keyVal, DataType nt) + static DictPairKeyType createKey(NameKeyType keyVal, DataType nt) { return (DictPairKeyType)((((UnsignedInt)(keyVal)) << 8) | ((UnsignedInt)nt)); } - inline static DataType getTypeFromKey(DictPairKeyType nk) + static DataType getTypeFromKey(DictPairKeyType nk) { return (DataType)(((UnsignedInt)nk) & 0xff); } - inline static NameKeyType getNameFromKey(DictPairKeyType nk) + static NameKeyType getNameFromKey(DictPairKeyType nk) { return (NameKeyType)(((UnsignedInt)nk) >> 8); } @@ -298,13 +298,13 @@ class Dict void clear(); void copyFrom(DictPair* that); void setNameAndType(NameKeyType key, DataType type); - inline DataType getType() const { return getTypeFromKey(m_key); } - inline NameKeyType getName() const { return getNameFromKey(m_key); } - inline Bool* asBool() { return (Bool*)&m_value; } - inline Int* asInt() { return (Int*)&m_value; } - inline Real* asReal() { return (Real*)&m_value; } - inline AsciiString* asAsciiString() { return (AsciiString*)&m_value; } - inline UnicodeString* asUnicodeString() { return (UnicodeString*)&m_value; } + DataType getType() const { return getTypeFromKey(m_key); } + NameKeyType getName() const { return getNameFromKey(m_key); } + Bool* asBool() { return (Bool*)&m_value; } + Int* asInt() { return (Int*)&m_value; } + Real* asReal() { return (Real*)&m_value; } + AsciiString* asAsciiString() { return (AsciiString*)&m_value; } + UnicodeString* asUnicodeString() { return (UnicodeString*)&m_value; } }; struct DictPairData @@ -314,13 +314,13 @@ class Dict unsigned short m_numPairsUsed; // length of data allocated //DictPair m_pairs[]; - inline DictPair* peek() { return (DictPair*)(this+1); } + DictPair* peek() { return (DictPair*)(this+1); } }; #ifdef RTS_DEBUG void validate() const; #else - inline void validate() const { } + void validate() const { } #endif }; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Geometry.h b/GeneralsMD/Code/GameEngine/Include/Common/Geometry.h index c5ce3cbff1..fa4fccad23 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Geometry.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Geometry.h @@ -119,30 +119,30 @@ class GeometryInfo : public Snapshot void set(GeometryType type, Bool isSmall, Real height, Real majorRadius, Real minorRadius); // bleah, icky but needed for legacy code - inline void setMajorRadius(Real majorRadius) + void setMajorRadius(Real majorRadius) { m_majorRadius = majorRadius; calcBoundingStuff(); } // bleah, icky but needed for legacy code - inline void setMinorRadius(Real minorRadius) + void setMinorRadius(Real minorRadius) { m_minorRadius = minorRadius; calcBoundingStuff(); } - inline GeometryType getGeomType() const { return m_type; } - inline Bool getIsSmall() const { return m_isSmall; } - inline Real getMajorRadius() const { return m_majorRadius; } // x-axis - inline Real getMinorRadius() const { return m_minorRadius; } // y-axis + GeometryType getGeomType() const { return m_type; } + Bool getIsSmall() const { return m_isSmall; } + Real getMajorRadius() const { return m_majorRadius; } // x-axis + Real getMinorRadius() const { return m_minorRadius; } // y-axis // this has been removed and should never need to be called... // you should generally call getMaxHeightAbovePosition() instead. (srj) //inline Real getGeomHeight() const { return m_height; } // z-axis - inline Real getBoundingCircleRadius() const { return m_boundingCircleRadius; } - inline Real getBoundingSphereRadius() const { return m_boundingSphereRadius; } + Real getBoundingCircleRadius() const { return m_boundingCircleRadius; } + Real getBoundingSphereRadius() const { return m_boundingSphereRadius; } Bool isIntersectedByLineSegment(const Coord3D& loc, const Coord3D& from, const Coord3D& to) const; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/INI.h b/GeneralsMD/Code/GameEngine/Include/Common/INI.h index 613cae1406..3268152780 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/INI.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/INI.h @@ -116,7 +116,7 @@ struct FieldParse const void* userData; ///< field-specific data Int offset; ///< offset to data field - void set(const char* t, INIFieldParseProc p, const void* u, Int o) + inline void set(const char* t, INIFieldParseProc p, const void* u, Int o) { token = t; parse = p; @@ -144,9 +144,9 @@ class MultiIniFieldParse void add(const FieldParse* f, UnsignedInt e = 0); - Int getCount() const { return m_count; } - const FieldParse* getNthFieldParse(Int i) const { return m_fieldParse[i]; } - UnsignedInt getNthExtraOffset(Int i) const { return m_extraOffset[i]; } + inline Int getCount() const { return m_count; } + inline const FieldParse* getNthFieldParse(Int i) const { return m_fieldParse[i]; } + inline UnsignedInt getNthExtraOffset(Int i) const { return m_extraOffset[i]; } }; //------------------------------------------------------------------------------------------------- @@ -248,14 +248,14 @@ class INI static void parseWindowTransitions( INI* ini ); static void parseChallengeModeDefinition( INI* ini ); - AsciiString getFilename( void ) const { return m_filename; } - INILoadType getLoadType( void ) const { return m_loadType; } - UnsignedInt getLineNum( void ) const { return m_lineNum; } - const char *getSeps( void ) const { return m_seps; } - const char *getSepsPercent( void ) const { return m_sepsPercent; } - const char *getSepsColon( void ) const { return m_sepsColon; } - const char *getSepsQuote( void ) { return m_sepsQuote; } - Bool isEOF( void ) const { return m_endOfFile; } + inline AsciiString getFilename( void ) const { return m_filename; } + inline INILoadType getLoadType( void ) const { return m_loadType; } + inline UnsignedInt getLineNum( void ) const { return m_lineNum; } + inline const char *getSeps( void ) const { return m_seps; } + inline const char *getSepsPercent( void ) const { return m_sepsPercent; } + inline const char *getSepsColon( void ) const { return m_sepsColon; } + inline const char *getSepsQuote( void ) { return m_sepsQuote; } + inline Bool isEOF( void ) const { return m_endOfFile; } void initFromINI( void *what, const FieldParse* parseTable ); void initFromINIMulti( void *what, const MultiIniFieldParse& parseTableList ); diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Module.h b/GeneralsMD/Code/GameEngine/Include/Common/Module.h index 0c4619a9de..e6ea3dd33c 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Module.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Module.h @@ -192,7 +192,7 @@ class Module : public MemoryPoolObject, virtual NameKeyType getModuleNameKey() const = 0; - inline NameKeyType getModuleTagNameKey() const { return getModuleData()->getModuleTagNameKey(); } + NameKeyType getModuleTagNameKey() const { return getModuleData()->getModuleTagNameKey(); } /** this is called after all the Modules for a given Thing are created; it allows Modules to resolve any inter-Module dependencies. @@ -214,7 +214,7 @@ class Module : public MemoryPoolObject, protected: - inline const ModuleData* getModuleData() const { return m_moduleData; } + const ModuleData* getModuleData() const { return m_moduleData; } virtual void crc( Xfer *xfer ); virtual void xfer( Xfer *xfer ); @@ -252,8 +252,8 @@ class ObjectModule : public Module protected: - inline Object *getObject() { return m_object; } - inline const Object *getObject() const { return m_object; } + Object *getObject() { return m_object; } + const Object *getObject() const { return m_object; } virtual void crc( Xfer *xfer ); virtual void xfer( Xfer *xfer ); @@ -295,8 +295,8 @@ class DrawableModule : public Module protected: - inline Drawable *getDrawable() { return m_drawable; } - inline const Drawable *getDrawable() const { return m_drawable; } + Drawable *getDrawable() { return m_drawable; } + const Drawable *getDrawable() const { return m_drawable; } virtual void crc( Xfer *xfer ); virtual void xfer( Xfer *xfer ); diff --git a/GeneralsMD/Code/GameEngine/Include/Common/MultiplayerSettings.h b/GeneralsMD/Code/GameEngine/Include/Common/MultiplayerSettings.h index 7518ef2660..9590ffda76 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/MultiplayerSettings.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/MultiplayerSettings.h @@ -46,11 +46,11 @@ class MultiplayerColorDefinition static const FieldParse m_colorFieldParseTable[]; ///< the parse table for INI definition const FieldParse *getFieldParse( void ) const { return m_colorFieldParseTable; } - inline AsciiString getTooltipName(void) const { return m_tooltipName; }; - inline RGBColor getRGBValue(void) const { return m_rgbValue; }; - inline RGBColor getRGBNightValue(void) const { return m_rgbValueNight; }; - inline Color getColor(void) const { return m_color; } - inline Color getNightColor(void) const { return m_colorNight; } + AsciiString getTooltipName(void) const { return m_tooltipName; }; + RGBColor getRGBValue(void) const { return m_rgbValue; }; + RGBColor getRGBNightValue(void) const { return m_rgbValueNight; }; + Color getColor(void) const { return m_color; } + Color getNightColor(void) const { return m_colorNight; } void setColor( RGBColor rgb ); void setNightColor( RGBColor rgb ); @@ -92,14 +92,14 @@ class MultiplayerSettings : public SubsystemInterface MultiplayerColorDefinition * findMultiplayerColorDefinitionByName(AsciiString name); MultiplayerColorDefinition * newMultiplayerColorDefinition(AsciiString name); - inline Int getStartCountdownTimerSeconds( void ) { return m_startCountdownTimerSeconds; } - inline Int getMaxBeaconsPerPlayer( void ) { return m_maxBeaconsPerPlayer; } - inline Bool isShroudInMultiplayer( void ) { return m_isShroudInMultiplayer; } - inline Bool showRandomPlayerTemplate( void ) { return m_showRandomPlayerTemplate; } - inline Bool showRandomStartPos( void ) { return m_showRandomStartPos; } - inline Bool showRandomColor( void ) { return m_showRandomColor; } + Int getStartCountdownTimerSeconds( void ) { return m_startCountdownTimerSeconds; } + Int getMaxBeaconsPerPlayer( void ) { return m_maxBeaconsPerPlayer; } + Bool isShroudInMultiplayer( void ) { return m_isShroudInMultiplayer; } + Bool showRandomPlayerTemplate( void ) { return m_showRandomPlayerTemplate; } + Bool showRandomStartPos( void ) { return m_showRandomStartPos; } + Bool showRandomColor( void ) { return m_showRandomColor; } - inline Int getNumColors( void ) + Int getNumColors( void ) { if (m_numColors == 0) { m_numColors = m_colorList.size(); diff --git a/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h b/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h index a95e000132..bc98672b29 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/NameKeyGenerator.h @@ -153,5 +153,5 @@ class StaticNameKey StaticNameKey(const char* p) : m_key(NAMEKEY_INVALID), m_name(p) {} NameKeyType key() const; // ugh, this is a little hokey, but lets us pretend that a StaticNameKey == NameKeyType - operator NameKeyType() const { return key(); } + inline operator NameKeyType() const { return key(); } }; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Player.h b/GeneralsMD/Code/GameEngine/Include/Common/Player.h index bfe2f34a27..ac292248cd 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Player.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Player.h @@ -220,43 +220,43 @@ class Player : public Snapshot void deletePlayerAI(); - inline UnicodeString getPlayerDisplayName() { return m_playerDisplayName; } - inline NameKeyType getPlayerNameKey() const { return m_playerNameKey; } + UnicodeString getPlayerDisplayName() { return m_playerDisplayName; } + NameKeyType getPlayerNameKey() const { return m_playerNameKey; } - inline AsciiString getSide() const { return m_side; } - inline AsciiString getBaseSide() const { return m_baseSide; } + AsciiString getSide() const { return m_side; } + AsciiString getBaseSide() const { return m_baseSide; } - inline const PlayerTemplate* getPlayerTemplate() const { return m_playerTemplate; } + const PlayerTemplate* getPlayerTemplate() const { return m_playerTemplate; } /// return the Player's Handicap sub-object - inline const Handicap *getHandicap() const { return &m_handicap; } - inline Handicap *getHandicap() { return &m_handicap; } + const Handicap *getHandicap() const { return &m_handicap; } + Handicap *getHandicap() { return &m_handicap; } /// return the Player's Money sub-object - inline Money *getMoney() { return &m_money; } - inline const Money *getMoney() const { return &m_money; } + Money *getMoney() { return &m_money; } + const Money *getMoney() const { return &m_money; } UnsignedInt getSupplyBoxValue();///< Many things can affect the alue of a crate, but at heart it is a GlobalData ratio. - inline Energy *getEnergy() { return &m_energy; } - inline const Energy *getEnergy() const { return &m_energy; } + Energy *getEnergy() { return &m_energy; } + const Energy *getEnergy() const { return &m_energy; } // adds a power bonus to this player because of energy upgrade at his power plants - inline void addPowerBonus(Object *obj) { m_energy.addPowerBonus(obj); } - inline void removePowerBonus(Object *obj) { m_energy.removePowerBonus(obj); } + void addPowerBonus(Object *obj) { m_energy.addPowerBonus(obj); } + void removePowerBonus(Object *obj) { m_energy.removePowerBonus(obj); } - inline ResourceGatheringManager *getResourceGatheringManager(){ return m_resourceGatheringManager; } - inline TunnelTracker* getTunnelSystem(){ return m_tunnelSystem; } + ResourceGatheringManager *getResourceGatheringManager(){ return m_resourceGatheringManager; } + TunnelTracker* getTunnelSystem(){ return m_tunnelSystem; } - inline Color getPlayerColor() const { return m_color; } - inline Color getPlayerNightColor() const { return m_nightColor;} + Color getPlayerColor() const { return m_color; } + Color getPlayerNightColor() const { return m_nightColor;} /// return the type of controller - inline PlayerType getPlayerType() const { return m_playerType; } + PlayerType getPlayerType() const { return m_playerType; } void setPlayerType(PlayerType t, Bool skirmish); - inline PlayerIndex getPlayerIndex() const { return m_playerIndex; } + PlayerIndex getPlayerIndex() const { return m_playerIndex; } /// return a bitmask that is unique to this player. - inline PlayerMaskType getPlayerMask() const { return 1 << m_playerIndex; } + PlayerMaskType getPlayerMask() const { return 1 << m_playerIndex; } /// a convenience function to test the ThingTemplate against the players canBuild flags /// called by canBuild @@ -552,9 +552,9 @@ class Player : public Snapshot void removeTeamFromList(TeamPrototype* team); typedef std::list PlayerTeamList; - inline const PlayerTeamList* getPlayerTeams() const { return &m_playerTeamPrototypes; } + const PlayerTeamList* getPlayerTeams() const { return &m_playerTeamPrototypes; } - inline Int getMpStartIndex(void) {return m_mpStartIndex;} + Int getMpStartIndex(void) {return m_mpStartIndex;} /// Set that all units should begin hunting. void setUnitsShouldHunt(Bool unitsShouldHunt, CommandSourceType source); diff --git a/GeneralsMD/Code/GameEngine/Include/Common/PlayerTemplate.h b/GeneralsMD/Code/GameEngine/Include/Common/PlayerTemplate.h index 032e1a5d0f..a7839093fe 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/PlayerTemplate.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/PlayerTemplate.h @@ -74,36 +74,36 @@ class PlayerTemplate PlayerTemplate(); - inline void setNameKey(NameKeyType namekey) { m_nameKey = namekey; } + void setNameKey(NameKeyType namekey) { m_nameKey = namekey; } - inline NameKeyType getNameKey() const { DEBUG_ASSERTCRASH(m_nameKey != NAMEKEY_INVALID, ("bad namekey")); return m_nameKey; } - inline AsciiString getName() const { return KEYNAME(m_nameKey); } + NameKeyType getNameKey() const { DEBUG_ASSERTCRASH(m_nameKey != NAMEKEY_INVALID, ("bad namekey")); return m_nameKey; } + AsciiString getName() const { return KEYNAME(m_nameKey); } - inline UnicodeString getDisplayName() const { return m_displayName; } + UnicodeString getDisplayName() const { return m_displayName; } - inline AsciiString getSide() const { return m_side; } - inline AsciiString getBaseSide() const { return m_baseSide; } + AsciiString getSide() const { return m_side; } + AsciiString getBaseSide() const { return m_baseSide; } /// return the tech tree for the player. - inline const Handicap *getHandicap() const { return &m_handicap; } + const Handicap *getHandicap() const { return &m_handicap; } /// return the money for the player. - inline const Money *getMoney() const { return &m_money; } + const Money *getMoney() const { return &m_money; } - inline const RGBColor* getPreferredColor() const { return &m_preferredColor; } + const RGBColor* getPreferredColor() const { return &m_preferredColor; } - inline AsciiString getStartingBuilding( void ) const { return m_startingBuilding; } + AsciiString getStartingBuilding( void ) const { return m_startingBuilding; } AsciiString getStartingUnit( Int i ) const; - inline const ProductionChangeMap& getProductionCostChanges() const { return m_productionCostChanges; } - inline const ProductionChangeMap& getProductionTimeChanges() const { return m_productionTimeChanges; } - inline const ProductionVeterancyMap& getProductionVeterancyLevels() const { return m_productionVeterancyLevels; } - inline Bool isObserver() const { return m_observer; } - inline Bool isPlayableSide() const { return m_playableSide; } + const ProductionChangeMap& getProductionCostChanges() const { return m_productionCostChanges; } + const ProductionChangeMap& getProductionTimeChanges() const { return m_productionTimeChanges; } + const ProductionVeterancyMap& getProductionVeterancyLevels() const { return m_productionVeterancyLevels; } + Bool isObserver() const { return m_observer; } + Bool isPlayableSide() const { return m_playableSide; } - inline AsciiString getScoreScreen (void ) const { return m_scoreScreenImage; } - inline AsciiString getLoadScreen (void ) const { return m_loadScreenImage; } - inline AsciiString getBeaconTemplate( void ) const { return m_beaconTemplate; } + AsciiString getScoreScreen (void ) const { return m_scoreScreenImage; } + AsciiString getLoadScreen (void ) const { return m_loadScreenImage; } + AsciiString getBeaconTemplate( void ) const { return m_beaconTemplate; } const Image *getHeadWaterMarkImage( void ) const; const Image *getFlagWaterMarkImage( void ) const; @@ -113,8 +113,8 @@ class PlayerTemplate //const Image *getPushedImage( void ) const; const Image *getSideIconImage( void ) const; const Image *getGeneralImage( void ) const; - inline const AsciiString getTooltip() const { return m_tooltip; } - inline const AsciiString getGeneralFeatures( void ) const { return m_strGeneralFeatures; } + const AsciiString getTooltip() const { return m_tooltip; } + const AsciiString getGeneralFeatures( void ) const { return m_strGeneralFeatures; } AsciiString getMedallionNormal() const { return m_strMedallionNormal; } AsciiString getMedallionHilite() const { return m_strMedallionHilite; } @@ -133,7 +133,7 @@ class PlayerTemplate AsciiString getLoadScreenMusic( void ) const {return m_loadScreenMusic; } AsciiString getScoreScreenMusic() const { return m_scoreScreenMusic; } - inline Bool isOldFaction( void ) const { return m_oldFaction; } + Bool isOldFaction( void ) const { return m_oldFaction; } static const FieldParse* getFieldParse(); @@ -215,7 +215,7 @@ class PlayerTemplateStore : public SubsystemInterface const PlayerTemplate* getNthPlayerTemplate(Int i) const; const PlayerTemplate* findPlayerTemplate(NameKeyType namekey) const; - inline Int getPlayerTemplateCount() const { return m_playerTemplates.size(); } + Int getPlayerTemplateCount() const { return m_playerTemplates.size(); } Int getTemplateNumByName(AsciiString name) const; // This function will fill outStringList with all the sides found in all the templates diff --git a/GeneralsMD/Code/GameEngine/Include/Common/SparseMatchFinder.h b/GeneralsMD/Code/GameEngine/Include/Common/SparseMatchFinder.h index c85dc0c618..829c0cb4de 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/SparseMatchFinder.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/SparseMatchFinder.h @@ -111,13 +111,13 @@ class SparseMatchFinder //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- - inline static Int countConditionIntersection(const BITSET& a, const BITSET& b) + static Int countConditionIntersection(const BITSET& a, const BITSET& b) { return a.countIntersection(b); } //------------------------------------------------------------------------------------------------- - inline static Int countConditionInverseIntersection(const BITSET& a, const BITSET& b) + static Int countConditionInverseIntersection(const BITSET& a, const BITSET& b) { return a.countInverseIntersection(b); } diff --git a/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h b/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h index 4d62c8c546..c23f802362 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h @@ -153,8 +153,8 @@ class State : public MemoryPoolObject, public Snapshot //Definition of busy -- when explicitly in the busy state. Moving or attacking is not considered busy! virtual Bool isBusy() const { return false; } - inline StateMachine* getMachine() { return m_machine; } ///< return the machine this state is part of - inline StateID getID() const { return m_ID; } ///< get this state's id + StateMachine* getMachine() { return m_machine; } ///< return the machine this state is part of + StateID getID() const { return m_ID; } ///< get this state's id Object* getMachineOwner(); const Object* getMachineOwner() const; @@ -168,7 +168,7 @@ class State : public MemoryPoolObject, public Snapshot #endif // for internal use by the StateMachine class --------------------------------------------------------- - inline void friend_setID( StateID id ) { m_ID = id; } ///< define this state's id (for use only by StateMachine class) + void friend_setID( StateID id ) { m_ID = id; } ///< define this state's id (for use only by StateMachine class) void friend_onSuccess( StateID toStateID ) { m_successStateID = toStateID; } ///< define which state to move to after successful completion void friend_onFailure( StateID toStateID ) { m_failureStateID = toStateID; } ///< define which state to move to after failure void friend_onCondition( StateTransFuncPtr test, StateID toStateID, void* userData, const char* description = NULL ); ///< define when to change state @@ -330,8 +330,8 @@ class StateMachine : public MemoryPoolObject, public Snapshot inline AsciiString getName() const {return m_name;} virtual AsciiString getCurrentStateName() const { return m_currentState ? m_currentState->getName() : AsciiString::TheEmptyString;} #else - inline Bool getWantsDebugOutput() const { return false; } - inline AsciiString getCurrentStateName() const { return AsciiString::TheEmptyString;} + Bool getWantsDebugOutput() const { return false; } + AsciiString getCurrentStateName() const { return AsciiString::TheEmptyString;} #endif protected: diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Team.h b/GeneralsMD/Code/GameEngine/Include/Common/Team.h index 1f2b6f7606..b5ac00ce11 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Team.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Team.h @@ -525,10 +525,10 @@ class TeamPrototype : public MemoryPoolObject, TeamPrototypeID id ); // virtual destructor prototype provided by memory pool object - inline TeamPrototypeID getID() const { return m_id; } - inline const AsciiString& getName() const { return m_name; } - inline Bool getIsSingleton() const { return (m_flags & TEAM_SINGLETON) != 0; } - inline const TeamTemplateInfo *getTemplateInfo(void) const {return &m_teamTemplate;} + TeamPrototypeID getID() const { return m_id; } + const AsciiString& getName() const { return m_name; } + Bool getIsSingleton() const { return (m_flags & TEAM_SINGLETON) != 0; } + const TeamTemplateInfo *getTemplateInfo(void) const {return &m_teamTemplate;} /** return the team's owner (backtracking up if necessary) */ diff --git a/GeneralsMD/Code/GameEngine/Include/Common/Thing.h b/GeneralsMD/Code/GameEngine/Include/Common/Thing.h index 982a401ae6..b4e25f0020 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Thing.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/Thing.h @@ -84,10 +84,10 @@ class Thing : public MemoryPoolObject { // note, it is explicitly OK to pass null for 'thing' here; // they will check for null and return null in these cases. - friend Object *AsObject(Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } - friend Drawable *AsDrawable(Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } - friend const Object *AsObject(const Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } - friend const Drawable *AsDrawable(const Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } + friend inline Object *AsObject(Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } + friend inline Drawable *AsDrawable(Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } + friend inline const Object *AsObject(const Thing *thing) { return thing ? thing->asObjectMeth() : NULL; } + friend inline const Drawable *AsDrawable(const Thing *thing) { return thing ? thing->asDrawableMeth() : NULL; } MEMORY_POOL_GLUE_ABC(Thing) @@ -116,8 +116,8 @@ class Thing : public MemoryPoolObject // don't want this behavior? then call setTransformMatrix instead. void setOrientation( Real angle ); - const Coord3D *getPosition() const { return &m_cachedPos; } - Real getOrientation() const { return m_cachedAngle; } + inline const Coord3D *getPosition() const { return &m_cachedPos; } + inline Real getOrientation() const { return m_cachedAngle; } Bool isPositioned() const; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/ThingTemplate.h b/GeneralsMD/Code/GameEngine/Include/Common/ThingTemplate.h index 2064295107..77220fbfb8 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/ThingTemplate.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/ThingTemplate.h @@ -398,18 +398,18 @@ class ThingTemplate : public Overridable EditorSortingType getEditorSorting() const { return (EditorSortingType)m_editorSorting; } /// return true iff the template has the specified kindOf flag set. - inline Bool isKindOf(KindOfType t) const + Bool isKindOf(KindOfType t) const { return TEST_KINDOFMASK(m_kindof, t); } /// convenience for doing multiple kindof testing at once. - inline Bool isKindOfMulti(const KindOfMaskType& mustBeSet, const KindOfMaskType& mustBeClear) const + Bool isKindOfMulti(const KindOfMaskType& mustBeSet, const KindOfMaskType& mustBeClear) const { return TEST_KINDOFMASK_MULTI(m_kindof, mustBeSet, mustBeClear); } - inline Bool isAnyKindOf( const KindOfMaskType& anyKindOf ) const + Bool isAnyKindOf( const KindOfMaskType& anyKindOf ) const { return TEST_KINDOFMASK_ANY(m_kindof, anyKindOf); } @@ -545,10 +545,10 @@ class ThingTemplate : public Overridable // these are intended ONLY for the private use of ThingFactory and do not use // the m_override pointer, it deals only with templates at the "top" level // - inline void friend_setTemplateName( const AsciiString& name ) { m_nameString = name; } - inline ThingTemplate *friend_getNextTemplate() const { return m_nextThingTemplate; } - inline void friend_setNextTemplate(ThingTemplate *tmplate) { m_nextThingTemplate = tmplate; } - inline void friend_setTemplateID(UnsignedShort id) { m_templateID = id; } + void friend_setTemplateName( const AsciiString& name ) { m_nameString = name; } + ThingTemplate *friend_getNextTemplate() const { return m_nextThingTemplate; } + void friend_setNextTemplate(ThingTemplate *tmplate) { m_nextThingTemplate = tmplate; } + void friend_setTemplateID(UnsignedShort id) { m_templateID = id; } Int getEnergyProduction() const { return m_energyProduction; } Int getEnergyBonus() const { return m_energyBonus; } diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/Drawable.h b/GeneralsMD/Code/GameEngine/Include/GameClient/Drawable.h index eb2d30454d..b66eb7dc96 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/Drawable.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/Drawable.h @@ -324,17 +324,17 @@ class Drawable : public Thing, void setTerrainDecalSize(Real x, Real y); void setTerrainDecalFadeTarget(Real target, Real rate = 0.1f); - inline Object *getObject( void ) { return m_object; } ///< return object ID bound to this drawble - inline const Object *getObject( void ) const { return m_object; } ///< return object ID bound to this drawble + Object *getObject( void ) { return m_object; } ///< return object ID bound to this drawble + const Object *getObject( void ) const { return m_object; } ///< return object ID bound to this drawble - inline DrawableInfo *getDrawableInfo(void) {return &m_drawableInfo;} + DrawableInfo *getDrawableInfo(void) {return &m_drawableInfo;} void setDrawableHidden( Bool hidden ); ///< hide or unhide drawable // // note that this is not necessarily the 'get' reflection of setDrawableHidden, since drawables // can spontaneously hide via stealth. (srj) // - inline Bool isDrawableEffectivelyHidden() const { return m_hidden || m_hiddenByStealth; } + Bool isDrawableEffectivelyHidden() const { return m_hidden || m_hiddenByStealth; } void setSelectable( Bool selectable ); ///< Changes the drawables selectability Bool isSelectable( void ) const; @@ -374,7 +374,7 @@ class Drawable : public Thing, //--------------------------------------------------------------------------- void setDrawableStatus( DrawableStatus bit ) { BitSet( m_status, bit ); } void clearDrawableStatus( DrawableStatus bit ) { BitClear( m_status, bit ); } - inline Bool testDrawableStatus( DrawableStatus bit ) const { return (m_status & bit) != 0; } + Bool testDrawableStatus( DrawableStatus bit ) const { return (m_status & bit) != 0; } void setShroudClearFrame( UnsignedInt frame ) { m_shroudClearFrame = frame; } UnsignedInt getShroudClearFrame( void ) { return m_shroudClearFrame; } @@ -386,7 +386,7 @@ class Drawable : public Thing, void allocateShadows(void); ///< create shadow resources if not already present. Used by Options screen. void setFullyObscuredByShroud(Bool fullyObscured); - inline Bool getFullyObscuredByShroud(void) {return m_drawableFullyObscuredByShroud;} + Bool getFullyObscuredByShroud(void) {return m_drawableFullyObscuredByShroud;} // Put on ice until later... M Lorenzen // inline UnsignedByte getFullyObscuredByShroudWithCheatSpy(void) {return (UnsignedByte)m_drawableFullyObscuredByShroud | 128;}//8 looks like a zero in most fonts @@ -408,9 +408,9 @@ class Drawable : public Thing, // an "instance" matrix defines the local transform of the Drawable, and is concatenated with the global transform void setInstanceMatrix( const Matrix3D *instance ); ///< set the Drawable's instance transform const Matrix3D *getInstanceMatrix( void ) const { return &m_instance; } ///< get drawable instance transform - inline Bool isInstanceIdentity() const { return m_instanceIsIdentity; } + Bool isInstanceIdentity() const { return m_instanceIsIdentity; } - inline Real getInstanceScale( void ) const { return m_instanceScale; } ///< get scale that will be applied to instance matrix + Real getInstanceScale( void ) const { return m_instanceScale; } ///< get scale that will be applied to instance matrix void setInstanceScale(Real value) { m_instanceScale = value;} ///< set scale that will be applied to instance matrix before rendering. const Matrix3D *getTransformMatrix( void ) const; ///< return the world transform @@ -430,7 +430,7 @@ class Drawable : public Thing, void removeFromList(Drawable **pListHead); void setID( DrawableID id ); ///< set this drawable's unique ID - inline const ModelConditionFlags& getModelConditionFlags( void ) const { return m_conditionState; } + const ModelConditionFlags& getModelConditionFlags( void ) const { return m_conditionState; } // // NOTE: avoid repeated calls to the set and clear for the condition state as they @@ -533,16 +533,16 @@ class Drawable : public Thing, const Vector3 * getTintColor( void ) const; ///< get FX color value to add to ALL LIGHTS when drawing const Vector3 * getSelectionColor( void ) const; ///< get FX color value to add to ALL LIGHTS when drawing - inline TerrainDecalType getTerrainDecalType( void ) const { return m_terrainDecalType; } + TerrainDecalType getTerrainDecalType( void ) const { return m_terrainDecalType; } - inline void setDrawableOpacity( Real value ) { m_explicitOpacity = value; } ///< set alpha/opacity value used to override defaults when drawing. + void setDrawableOpacity( Real value ) { m_explicitOpacity = value; } ///< set alpha/opacity value used to override defaults when drawing. // note that this is not the 'get' inverse of setDrawableOpacity, since stealthing can also affect the effective opacity! - inline Real getEffectiveOpacity() const { return m_explicitOpacity * m_effectiveStealthOpacity; } ///< get alpha/opacity value used to override defaults when drawing. + Real getEffectiveOpacity() const { return m_explicitOpacity * m_effectiveStealthOpacity; } ///< get alpha/opacity value used to override defaults when drawing. void setEffectiveOpacity( Real pulseFactor, Real explicitOpacity = -1.0f ); // this is for the add'l pass fx which operates completely independently of the stealth opacity effects. Draw() does the fading every frame. - inline Real getSecondMaterialPassOpacity() const { return m_secondMaterialPassOpacity; } ///< get alpha/opacity value used to render add'l rendering pass. + Real getSecondMaterialPassOpacity() const { return m_secondMaterialPassOpacity; } ///< get alpha/opacity value used to render add'l rendering pass. void setSecondMaterialPassOpacity( Real op ) { m_secondMaterialPassOpacity = op; }; ///< set alpha/opacity value used to render add'l rendering pass. // both of these assume that you are starting at one extreme 100% or 0% opacity and are trying to go to the other!! -- amit @@ -605,13 +605,13 @@ class Drawable : public Thing, Drawable *asDrawableMeth() { return this; } const Drawable *asDrawableMeth() const { return this; } - inline Module** getModuleList(ModuleType i) + Module** getModuleList(ModuleType i) { Module** m = m_modules[i - FIRST_DRAWABLE_MODULE_TYPE]; return m; } - inline Module* const* getModuleList(ModuleType i) const + Module* const* getModuleList(ModuleType i) const { Module** m = m_modules[i - FIRST_DRAWABLE_MODULE_TYPE]; return m; diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/InGameUI.h b/GeneralsMD/Code/GameEngine/Include/GameClient/InGameUI.h index 21bd126c77..d30b79567f 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/InGameUI.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/InGameUI.h @@ -531,7 +531,7 @@ friend class Drawable; // for selection/deselection transactions Bool isDrawableCaptionBold( void ) { return m_drawableCaptionBold; } Color getDrawableCaptionColor( void ) { return m_drawableCaptionColor; } - inline Bool shouldMoveRMBScrollAnchor( void ) { return m_moveRMBScrollAnchor; } + Bool shouldMoveRMBScrollAnchor( void ) { return m_moveRMBScrollAnchor; } Bool isClientQuiet( void ) const { return m_clientQuiet; } Bool isInWaypointMode( void ) const { return m_waypointMode; } diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/Mouse.h b/GeneralsMD/Code/GameEngine/Include/GameClient/Mouse.h index d26d97317d..1b45aa763b 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/Mouse.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/Mouse.h @@ -303,7 +303,7 @@ class Mouse : public SubsystemInterface virtual void setRedrawMode(RedrawMode mode) {m_currentRedrawMode=mode;} ///* path, Object *ignoreObject, CommandSourceType cmdSource ) + void aiFollowExitProductionPath( const std::vector* path, Object *ignoreObject, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FOLLOW_EXITPRODUCTION_PATH, cmdSource); parms.m_coords = *path; @@ -558,7 +558,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiFollowPath( const std::vector* path, Object *ignoreObject, CommandSourceType cmdSource ) + void aiFollowPath( const std::vector* path, Object *ignoreObject, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FOLLOW_PATH, cmdSource); parms.m_coords = *path; @@ -566,14 +566,14 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiFollowPathAppend( const Coord3D* pos, CommandSourceType cmdSource ) + void aiFollowPathAppend( const Coord3D* pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FOLLOW_PATH_APPEND, cmdSource); parms.m_pos = *pos; aiDoCommand(&parms); } - inline void aiAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_OBJECT, cmdSource); parms.m_obj = victim; @@ -581,7 +581,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiForceAttackObject( Object *victim, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FORCE_ATTACK_OBJECT, cmdSource); parms.m_obj = victim; @@ -589,7 +589,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiGuardRetaliate( Object *victim, const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiGuardRetaliate( Object *victim, const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_RETALIATE, cmdSource); parms.m_obj = victim; @@ -598,7 +598,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackTeam( const Team *team, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackTeam( const Team *team, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_TEAM, cmdSource); parms.m_team = team; @@ -606,7 +606,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_POSITION, cmdSource); parms.m_pos = *pos; @@ -614,7 +614,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackMoveToPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackMoveToPosition( const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACKMOVE_TO_POSITION, cmdSource); parms.m_pos = *pos; @@ -622,7 +622,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackFollowWaypointPath( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackFollowWaypointPath( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACKFOLLOW_WAYPOINT_PATH, cmdSource); parms.m_waypoint = way; @@ -630,7 +630,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiAttackFollowWaypointPathAsTeam( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) + void aiAttackFollowWaypointPathAsTeam( const Waypoint *way, Int maxShotsToFire, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACKFOLLOW_WAYPOINT_PATH_AS_TEAM, cmdSource); parms.m_waypoint = way; @@ -638,20 +638,20 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiHunt( CommandSourceType cmdSource ) + void aiHunt( CommandSourceType cmdSource ) { AICommandParms parms(AICMD_HUNT, cmdSource); aiDoCommand(&parms); } - inline void aiAttackArea( const PolygonTrigger *areaToGuard, CommandSourceType cmdSource ) + void aiAttackArea( const PolygonTrigger *areaToGuard, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ATTACK_AREA, cmdSource); parms.m_polygon = areaToGuard; aiDoCommand(&parms); } - inline void aiRepair( Object *obj, CommandSourceType cmdSource ) + void aiRepair( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_REPAIR, cmdSource); parms.m_obj = obj; @@ -676,56 +676,56 @@ class AICommandInterface } #endif - inline void aiResumeConstruction( Object *obj, CommandSourceType cmdSource ) + void aiResumeConstruction( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_RESUME_CONSTRUCTION, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiGetHealed( Object *healDepot, CommandSourceType cmdSource ) + void aiGetHealed( Object *healDepot, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GET_HEALED, cmdSource); parms.m_obj = healDepot; aiDoCommand(&parms); } - inline void aiGetRepaired( Object *repairDepot, CommandSourceType cmdSource ) + void aiGetRepaired( Object *repairDepot, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GET_REPAIRED, cmdSource); parms.m_obj = repairDepot; aiDoCommand(&parms); } - inline void aiEnter( Object *obj, CommandSourceType cmdSource ) + void aiEnter( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_ENTER, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiDock( Object *obj, CommandSourceType cmdSource ) + void aiDock( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_DOCK, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiExit( Object *objectToExit, CommandSourceType cmdSource ) + void aiExit( Object *objectToExit, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_EXIT, cmdSource); parms.m_obj = objectToExit; aiDoCommand(&parms); } - inline void aiExitInstantly( Object *objectToExit, CommandSourceType cmdSource ) + void aiExitInstantly( Object *objectToExit, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_EXIT_INSTANTLY, cmdSource); parms.m_obj = objectToExit; aiDoCommand(&parms); } - inline void aiEvacuate( Bool exposeStealthUnits, CommandSourceType cmdSource ) + void aiEvacuate( Bool exposeStealthUnits, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_EVACUATE, cmdSource); if( exposeStealthUnits ) @@ -735,7 +735,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiEvacuateInstantly( Bool exposeStealthUnits, CommandSourceType cmdSource ) + void aiEvacuateInstantly( Bool exposeStealthUnits, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_EVACUATE_INSTANTLY, cmdSource); if( exposeStealthUnits ) @@ -745,20 +745,20 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiExecuteRailedTransport( CommandSourceType cmdSource ) + void aiExecuteRailedTransport( CommandSourceType cmdSource ) { AICommandParms parms( AICMD_EXECUTE_RAILED_TRANSPORT, cmdSource ); aiDoCommand( &parms ); } - inline void aiGoProne( const DamageInfo *damageInfo, CommandSourceType cmdSource ) + void aiGoProne( const DamageInfo *damageInfo, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GO_PRONE, cmdSource); parms.m_damage = *damageInfo; aiDoCommand(&parms); } - inline void aiGuardPosition( const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardPosition( const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_POSITION, cmdSource); parms.m_pos = *pos; @@ -766,7 +766,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiGuardObject( Object *objToGuard, GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardObject( Object *objToGuard, GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_OBJECT, cmdSource); parms.m_obj = objToGuard; @@ -774,7 +774,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiGuardArea( const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardArea( const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_AREA, cmdSource); parms.m_polygon = areaToGuard; @@ -782,34 +782,34 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiGuardTunnelNetwork( GuardMode guardMode, CommandSourceType cmdSource ) + void aiGuardTunnelNetwork( GuardMode guardMode, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_GUARD_TUNNEL_NETWORK, cmdSource); parms.m_intValue = guardMode; aiDoCommand(&parms); } - inline void aiHackInternet( CommandSourceType cmdSource ) + void aiHackInternet( CommandSourceType cmdSource ) { AICommandParms parms(AICMD_HACK_INTERNET, cmdSource); aiDoCommand(&parms); } - inline void aiFaceObject( Object *target, CommandSourceType cmdSource ) + void aiFaceObject( Object *target, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FACE_OBJECT, cmdSource); parms.m_obj = target; aiDoCommand(&parms); } - inline void aiFacePosition( const Coord3D *pos, CommandSourceType cmdSource ) + void aiFacePosition( const Coord3D *pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_FACE_POSITION, cmdSource); parms.m_pos = *pos; aiDoCommand(&parms); } - inline void aiRappelInto( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) + void aiRappelInto( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_RAPPEL_INTO, cmdSource); parms.m_obj = target; @@ -817,7 +817,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiCombatDrop( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) + void aiCombatDrop( Object *target, const Coord3D& pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMBATDROP, cmdSource); parms.m_obj = target; @@ -825,14 +825,14 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiDoCommandButton( const CommandButton *commandButton, CommandSourceType cmdSource ) + void aiDoCommandButton( const CommandButton *commandButton, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMMANDBUTTON, cmdSource); parms.m_commandButton = commandButton; aiDoCommand(&parms); } - inline void aiDoCommandButtonAtPosition( const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource ) + void aiDoCommandButtonAtPosition( const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMMANDBUTTON_POS, cmdSource); parms.m_pos = *pos; @@ -840,7 +840,7 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiDoCommandButtonAtObject( const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource ) + void aiDoCommandButtonAtObject( const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_COMMANDBUTTON_OBJ, cmdSource); parms.m_obj = obj; @@ -848,27 +848,27 @@ class AICommandInterface aiDoCommand(&parms); } - inline void aiMoveAwayFromUnit( Object *obj, CommandSourceType cmdSource ) + void aiMoveAwayFromUnit( Object *obj, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_MOVE_AWAY_FROM_UNIT, cmdSource); parms.m_obj = obj; aiDoCommand(&parms); } - inline void aiWander( const Waypoint *way, CommandSourceType cmdSource ) + void aiWander( const Waypoint *way, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_WANDER, cmdSource); parms.m_waypoint = way; aiDoCommand(&parms); } - inline void aiWanderInPlace(CommandSourceType cmdSource) + void aiWanderInPlace(CommandSourceType cmdSource) { AICommandParms parms(AICMD_WANDER_IN_PLACE, cmdSource); aiDoCommand(&parms); } - inline void aiPanic( const Waypoint *way, CommandSourceType cmdSource ) + void aiPanic( const Waypoint *way, CommandSourceType cmdSource ) { AICommandParms parms(AICMD_PANIC, cmdSource); parms.m_waypoint = way; diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/ArmorSet.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/ArmorSet.h index 00204fa0eb..6f99fde5fd 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/ArmorSet.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/ArmorSet.h @@ -66,23 +66,23 @@ class ArmorTemplateSet const DamageFX* m_fx; public: - inline ArmorTemplateSet() + ArmorTemplateSet() { clear(); } - inline void clear() + void clear() { m_types.clear(); m_template = NULL; m_fx = NULL; } - inline const ArmorTemplate* getArmorTemplate() const { return m_template; } - inline const DamageFX* getDamageFX() const { return m_fx; } + const ArmorTemplate* getArmorTemplate() const { return m_template; } + const DamageFX* getDamageFX() const { return m_fx; } - inline Int getConditionsYesCount() const { return 1; } - inline const ArmorSetFlags& getNthConditionsYes(Int i) const { return m_types; } + Int getConditionsYesCount() const { return 1; } + const ArmorSetFlags& getNthConditionsYes(Int i) const { return m_types; } #if defined(RTS_DEBUG) inline AsciiString getDescription() const { return "ArmorTemplateSet"; } #endif diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/CrateSystem.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/CrateSystem.h index ef6e956827..01c694803a 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/CrateSystem.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/CrateSystem.h @@ -60,7 +60,7 @@ class CrateTemplate : public Overridable void setName( AsciiString name ) { m_name = name; } AsciiString getName(){ return m_name; } - inline const FieldParse *getFieldParse() const { return TheCrateTemplateFieldParseTable; } + const FieldParse *getFieldParse() const { return TheCrateTemplateFieldParseTable; } static const FieldParse TheCrateTemplateFieldParseTable[]; ///< the parse table for INI definition static void parseCrateCreationEntry( INI* ini, void *instance, void *store, const void* /*userData*/ ); diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h index 06d6d73422..7f2dbf1436 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/GhostObject.h @@ -47,13 +47,13 @@ class GhostObject : public Snapshot virtual void snapShot(int playerIndex)=0; virtual void updateParentObject(Object *object, PartitionData *mod)=0; virtual void freeSnapShot(int playerIndex)=0; - inline PartitionData *friend_getPartitionData(void) const {return m_partitionData;} - inline GeometryType getGeometryType(void) const {return m_parentGeometryType;} - inline Bool getGeometrySmall(void) const {return m_parentGeometryIsSmall;} - inline Real getGeometryMajorRadius(void) const {return m_parentGeometryMajorRadius;} - inline Real getGeometryMinorRadius(void) const {return m_parentGeometryminorRadius;} - inline Real getParentAngle(void) const {return m_parentAngle;} - inline const Coord3D *getParentPosition(void) const {return &m_parentPosition;} + PartitionData *friend_getPartitionData(void) const {return m_partitionData;} + GeometryType getGeometryType(void) const {return m_parentGeometryType;} + Bool getGeometrySmall(void) const {return m_parentGeometryIsSmall;} + Real getGeometryMajorRadius(void) const {return m_parentGeometryMajorRadius;} + Real getGeometryMinorRadius(void) const {return m_parentGeometryminorRadius;} + Real getParentAngle(void) const {return m_parentAngle;} + const Coord3D *getParentPosition(void) const {return &m_parentPosition;} protected: virtual void crc( Xfer *xfer ); @@ -80,12 +80,12 @@ class GhostObjectManager : public Snapshot virtual GhostObject *addGhostObject(Object *object, PartitionData *pd); virtual void removeGhostObject(GhostObject *mod); virtual void setLocalPlayerIndex(int playerIndex) { m_localPlayer = playerIndex; } - inline int getLocalPlayerIndex(void) { return m_localPlayer; } + int getLocalPlayerIndex(void) { return m_localPlayer; } virtual void updateOrphanedObjects(int *playerIndexList, int playerIndexCount); virtual void releasePartitionData(void); ///m_preferredHeight; }; - inline Real getPreferredHeightDamping() const { return m_preferredHeightDamping;} - inline LocomotorAppearance getAppearance() const { return m_template->m_appearance; } - inline LocomotorPriority getMovePriority() const { return m_template->m_movePriority; } - inline LocomotorSurfaceTypeMask getLegalSurfaces() const { return m_template->m_surfaces; } - - inline AsciiString getTemplateName() const { return m_template->m_name;} - inline Real getMinSpeed() const { return m_template->m_minSpeed;} - inline Real getAccelPitchLimit() const { return m_template->m_accelPitchLimit;} ///< Maximum amount we will pitch up or down under acceleration (including recoil.) - inline Real getDecelPitchLimit() const { return m_template->m_decelPitchLimit;} ///< Maximum amount we will pitch down under deceleration (including recoil.) - inline Real getBounceKick() const { return m_template->m_bounceKick;} ///< How much simulating rough terrain "bounces" a wheel up. - inline Real getPitchStiffness() const { return m_template->m_pitchStiffness;} ///< How stiff the springs are forward & back. - inline Real getRollStiffness() const { return m_template->m_rollStiffness;} ///< How stiff the springs are side to side. - inline Real getPitchDamping() const { return m_template->m_pitchDamping;} ///< How good the shock absorbers are. - inline Real getRollDamping() const { return m_template->m_rollDamping;} ///< How good the shock absorbers are. - inline Real getPitchByZVelCoef() const { return m_template->m_pitchByZVelCoef;} ///< How much we pitch in response to speed. - inline Real getThrustRoll() const { return m_template->m_thrustRoll; } ///< Thrust roll - inline Real getWobbleRate() const { return m_template->m_wobbleRate; } ///< how fast thrust things "wobble" - inline Real getMaxWobble() const { return m_template->m_maxWobble; } ///< how much thrust things "wobble" - inline Real getMinWobble() const { return m_template->m_minWobble; } ///< how much thrust things "wobble" - - inline Real getForwardVelCoef() const { return m_template->m_forwardVelCoef;} ///< How much we pitch in response to speed. - inline Real getLateralVelCoef() const { return m_template->m_lateralVelCoef;} ///< How much we roll in response to speed. - inline Real getForwardAccelCoef() const { return m_template->m_forwardAccelCoef;} ///< How much we pitch in response to acceleration. - inline Real getLateralAccelCoef() const { return m_template->m_lateralAccelCoef;} ///< How much we roll in response to acceleration. - inline Real getUniformAxialDamping() const { return m_template->m_uniformAxialDamping;} ///< How much we roll in response to acceleration. - inline Real getTurnPivotOffset() const { return m_template->m_turnPivotOffset;} - inline Bool getApply2DFrictionWhenAirborne() const { return m_template->m_apply2DFrictionWhenAirborne; } - inline Bool getIsDownhillOnly() const { return m_template->m_downhillOnly; } - inline Bool getAllowMotiveForceWhileAirborne() const { return m_template->m_allowMotiveForceWhileAirborne; } - inline Int getAirborneTargetingHeight() const { return m_template->m_airborneTargetingHeight; } - inline Bool getLocomotorWorksWhenDead() const { return m_template->m_locomotorWorksWhenDead; } - inline Bool getStickToGround() const { return m_template->m_stickToGround; } - inline Real getCloseEnoughDist() const { return m_closeEnoughDist; } - inline Bool isCloseEnoughDist3D() const { return getFlag(IS_CLOSE_ENOUGH_DIST_3D); } - inline Bool hasSuspension() const {return m_template->m_hasSuspension;} - inline Bool canMoveBackwards() const {return m_template->m_canMoveBackward;} - inline Real getMaxWheelExtension() const {return m_template->m_maximumWheelExtension;} - inline Real getMaxWheelCompression() const {return m_template->m_maximumWheelCompression;} - inline Real getWheelTurnAngle() const {return m_template->m_wheelTurnAngle;} - - - inline Real getRudderCorrectionDegree() const { return m_template->m_rudderCorrectionDegree;} ///< How much we roll in response to acceleration. - inline Real getRudderCorrectionRate() const { return m_template->m_rudderCorrectionRate;} ///< How much we roll in response to acceleration. - inline Real getElevatorCorrectionDegree() const { return m_template->m_elevatorCorrectionDegree;} ///< How much we roll in response to acceleration. - inline Real getElevatorCorrectionRate() const { return m_template->m_elevatorCorrectionRate;} ///< How much we roll in response to acceleration. - - - inline Real getWanderWidthFactor() const {return m_template->m_wanderWidthFactor;} - inline Real getWanderAboutPointRadius() const {return m_template->m_wanderAboutPointRadius;} + Real getPreferredHeight() const { return m_preferredHeight;} ///< Just return preferredheight, no damage consideration + void restorePreferredHeightFromTemplate() { m_preferredHeight = m_template->m_preferredHeight; }; + Real getPreferredHeightDamping() const { return m_preferredHeightDamping;} + LocomotorAppearance getAppearance() const { return m_template->m_appearance; } + LocomotorPriority getMovePriority() const { return m_template->m_movePriority; } + LocomotorSurfaceTypeMask getLegalSurfaces() const { return m_template->m_surfaces; } + + AsciiString getTemplateName() const { return m_template->m_name;} + Real getMinSpeed() const { return m_template->m_minSpeed;} + Real getAccelPitchLimit() const { return m_template->m_accelPitchLimit;} ///< Maximum amount we will pitch up or down under acceleration (including recoil.) + Real getDecelPitchLimit() const { return m_template->m_decelPitchLimit;} ///< Maximum amount we will pitch down under deceleration (including recoil.) + Real getBounceKick() const { return m_template->m_bounceKick;} ///< How much simulating rough terrain "bounces" a wheel up. + Real getPitchStiffness() const { return m_template->m_pitchStiffness;} ///< How stiff the springs are forward & back. + Real getRollStiffness() const { return m_template->m_rollStiffness;} ///< How stiff the springs are side to side. + Real getPitchDamping() const { return m_template->m_pitchDamping;} ///< How good the shock absorbers are. + Real getRollDamping() const { return m_template->m_rollDamping;} ///< How good the shock absorbers are. + Real getPitchByZVelCoef() const { return m_template->m_pitchByZVelCoef;} ///< How much we pitch in response to speed. + Real getThrustRoll() const { return m_template->m_thrustRoll; } ///< Thrust roll + Real getWobbleRate() const { return m_template->m_wobbleRate; } ///< how fast thrust things "wobble" + Real getMaxWobble() const { return m_template->m_maxWobble; } ///< how much thrust things "wobble" + Real getMinWobble() const { return m_template->m_minWobble; } ///< how much thrust things "wobble" + + Real getForwardVelCoef() const { return m_template->m_forwardVelCoef;} ///< How much we pitch in response to speed. + Real getLateralVelCoef() const { return m_template->m_lateralVelCoef;} ///< How much we roll in response to speed. + Real getForwardAccelCoef() const { return m_template->m_forwardAccelCoef;} ///< How much we pitch in response to acceleration. + Real getLateralAccelCoef() const { return m_template->m_lateralAccelCoef;} ///< How much we roll in response to acceleration. + Real getUniformAxialDamping() const { return m_template->m_uniformAxialDamping;} ///< How much we roll in response to acceleration. + Real getTurnPivotOffset() const { return m_template->m_turnPivotOffset;} + Bool getApply2DFrictionWhenAirborne() const { return m_template->m_apply2DFrictionWhenAirborne; } + Bool getIsDownhillOnly() const { return m_template->m_downhillOnly; } + Bool getAllowMotiveForceWhileAirborne() const { return m_template->m_allowMotiveForceWhileAirborne; } + Int getAirborneTargetingHeight() const { return m_template->m_airborneTargetingHeight; } + Bool getLocomotorWorksWhenDead() const { return m_template->m_locomotorWorksWhenDead; } + Bool getStickToGround() const { return m_template->m_stickToGround; } + Real getCloseEnoughDist() const { return m_closeEnoughDist; } + Bool isCloseEnoughDist3D() const { return getFlag(IS_CLOSE_ENOUGH_DIST_3D); } + Bool hasSuspension() const {return m_template->m_hasSuspension;} + Bool canMoveBackwards() const {return m_template->m_canMoveBackward;} + Real getMaxWheelExtension() const {return m_template->m_maximumWheelExtension;} + Real getMaxWheelCompression() const {return m_template->m_maximumWheelCompression;} + Real getWheelTurnAngle() const {return m_template->m_wheelTurnAngle;} + + + Real getRudderCorrectionDegree() const { return m_template->m_rudderCorrectionDegree;} ///< How much we roll in response to acceleration. + Real getRudderCorrectionRate() const { return m_template->m_rudderCorrectionRate;} ///< How much we roll in response to acceleration. + Real getElevatorCorrectionDegree() const { return m_template->m_elevatorCorrectionDegree;} ///< How much we roll in response to acceleration. + Real getElevatorCorrectionRate() const { return m_template->m_elevatorCorrectionRate;} ///< How much we roll in response to acceleration. + + + Real getWanderWidthFactor() const {return m_template->m_wanderWidthFactor;} + Real getWanderAboutPointRadius() const {return m_template->m_wanderAboutPointRadius;} Real calcMinTurnRadius(BodyDamageType condition, Real* timeToTravelThatDist) const; /// this is handy for doing things like forcing helicopters to crash realistically: cut their lift. - inline void setMaxLift(Real lift) { m_maxLift = lift; } - inline void setMaxSpeed(Real speed) + void setMaxLift(Real lift) { m_maxLift = lift; } + void setMaxSpeed(Real speed) { DEBUG_ASSERTCRASH(!(speed <= 0.0f && m_template->m_appearance == LOCO_THRUST), ("THRUST locos may not have zero speeds!")); m_maxSpeed = speed; } - inline void setMaxAcceleration(Real accel) { m_maxAccel = accel; } - inline void setMaxBraking(Real braking) { m_maxBraking = braking; } - inline void setMaxTurnRate(Real turn) { m_maxTurnRate = turn; } - inline void setAllowInvalidPosition(Bool allow) { setFlag(ALLOW_INVALID_POSITION, allow); } - inline void setCloseEnoughDist( Real dist ) { m_closeEnoughDist = dist; } - inline void setCloseEnoughDist3D( Bool setting ) { setFlag(IS_CLOSE_ENOUGH_DIST_3D, setting); } - inline Bool isInvalidPositionAllowed() const { return getFlag( ALLOW_INVALID_POSITION ); } + void setMaxAcceleration(Real accel) { m_maxAccel = accel; } + void setMaxBraking(Real braking) { m_maxBraking = braking; } + void setMaxTurnRate(Real turn) { m_maxTurnRate = turn; } + void setAllowInvalidPosition(Bool allow) { setFlag(ALLOW_INVALID_POSITION, allow); } + void setCloseEnoughDist( Real dist ) { m_closeEnoughDist = dist; } + void setCloseEnoughDist3D( Bool setting ) { setFlag(IS_CLOSE_ENOUGH_DIST_3D, setting); } + Bool isInvalidPositionAllowed() const { return getFlag( ALLOW_INVALID_POSITION ); } - inline void setPreferredHeight( Real height ) { m_preferredHeight = height; } + void setPreferredHeight( Real height ) { m_preferredHeight = height; } #ifdef CIRCLE_FOR_LANDING /** @@ -337,7 +337,7 @@ class Locomotor : public MemoryPoolObject, public Snapshot this is used mainly for force missiles to swoop in on their target, and to force airplane takeoff/landing to go smoothly. */ - inline void setUsePreciseZPos(Bool u) { setFlag(PRECISE_Z_POS, u); } + void setUsePreciseZPos(Bool u) { setFlag(PRECISE_Z_POS, u); } /** when off (the default), units slow down as they approach their target. @@ -346,7 +346,7 @@ class Locomotor : public MemoryPoolObject, public Snapshot this is useful mainly in some weird, temporary situations where we know we are going to follow this move with another one... or for carbombs. */ - inline void setNoSlowDownAsApproachingDest(Bool u) { setFlag(NO_SLOW_DOWN_AS_APPROACHING_DEST, u); } + void setNoSlowDownAsApproachingDest(Bool u) { setFlag(NO_SLOW_DOWN_AS_APPROACHING_DEST, u); } /** when off (the default), units do their normal stuff. @@ -359,10 +359,10 @@ class Locomotor : public MemoryPoolObject, public Snapshot For ground units, it also allows units to have a destination off of a pathfing grid. */ - inline void setUltraAccurate(Bool u) { setFlag(ULTRA_ACCURATE, u); } - inline Bool isUltraAccurate() const { return getFlag(ULTRA_ACCURATE); } + void setUltraAccurate(Bool u) { setFlag(ULTRA_ACCURATE, u); } + Bool isUltraAccurate() const { return getFlag(ULTRA_ACCURATE); } - inline Bool isMovingBackwards(void) const {return getFlag(MOVING_BACKWARDS);} + Bool isMovingBackwards(void) const {return getFlag(MOVING_BACKWARDS);} void startMove(void); ///< Indicates that a move is starting, primarily to reset the donut timer. jba. @@ -437,8 +437,8 @@ class Locomotor : public MemoryPoolObject, public Snapshot OFFSET_INCREASING }; - inline Bool getFlag(LocoFlag f) const { return (m_flags & (1 << f)) != 0; } - inline void setFlag(LocoFlag f, Bool b) { if (b) m_flags |= (1<getCurrentStateID(); } ///< return the id of the current state of the machine + StateID getCurrentStateID() const { return getStateMachine()->getCurrentStateID(); } ///< return the id of the current state of the machine /// @ todo -- srj sez: JBA NUKE THIS CODE, IT IS EVIL - inline void friend_addToWaypointGoalPath( const Coord3D *pathPoint ) { getStateMachine()->addToGoalPath(pathPoint); } + void friend_addToWaypointGoalPath( const Coord3D *pathPoint ) { getStateMachine()->addToGoalPath(pathPoint); } // this is intended for use ONLY by W3dWaypointBuffer and AIFollowPathState. - inline const Coord3D* friend_getGoalPathPosition( Int index ) const { return getStateMachine()->getGoalPathPosition( index ); } + const Coord3D* friend_getGoalPathPosition( Int index ) const { return getStateMachine()->getGoalPathPosition( index ); } // this is intended for use ONLY by W3dWaypointBuffer. Int friend_getWaypointGoalPathSize() const; // this is intended for use ONLY by W3dWaypointBuffer. - inline Int friend_getCurrentGoalPathIndex() const { return m_nextGoalPathIndex; } + Int friend_getCurrentGoalPathIndex() const { return m_nextGoalPathIndex; } // this is intended for use ONLY by AIFollowPathState. - inline void friend_setCurrentGoalPathIndex( Int index ) { m_nextGoalPathIndex = index; } + void friend_setCurrentGoalPathIndex( Int index ) { m_nextGoalPathIndex = index; } #ifdef DEBUG_LOGGING inline const Coord3D *friend_getRequestedDestination() const { return &m_requestedDestination; } inline const Coord3D *friend_getRequestedDestination2() const { return &m_requestedDestination2; } #endif - inline Object* getGoalObject() { return getStateMachine()->getGoalObject(); } ///< return the id of the current state of the machine - inline const Coord3D* getGoalPosition() const { return getStateMachine()->getGoalPosition(); } ///< return the id of the current state of the machine + Object* getGoalObject() { return getStateMachine()->getGoalObject(); } ///< return the id of the current state of the machine + const Coord3D* getGoalPosition() const { return getStateMachine()->getGoalPosition(); } ///< return the id of the current state of the machine - inline WhichTurretType friend_getTurretSync() const { return m_turretSyncFlag; } - inline void friend_setTurretSync(WhichTurretType t) { m_turretSyncFlag = t; } + WhichTurretType friend_getTurretSync() const { return m_turretSyncFlag; } + void friend_setTurretSync(WhichTurretType t) { m_turretSyncFlag = t; } - inline UnsignedInt getPriorWaypointID ( void ) { return m_priorWaypointID; }; - inline UnsignedInt getCurrentWaypointID ( void ) { return m_currentWaypointID; }; + UnsignedInt getPriorWaypointID ( void ) { return m_priorWaypointID; }; + UnsignedInt getCurrentWaypointID ( void ) { return m_currentWaypointID; }; - inline void clearMoveOutOfWay(void) {m_moveOutOfWay1 = INVALID_ID; m_moveOutOfWay2 = INVALID_ID;} + void clearMoveOutOfWay(void) {m_moveOutOfWay1 = INVALID_ID; m_moveOutOfWay2 = INVALID_ID;} - inline void setTmpValue(Int val) {m_tmpInt = val;} - inline Int getTmpValue(void) {return m_tmpInt;} + void setTmpValue(Int val) {m_tmpInt = val;} + Int getTmpValue(void) {return m_tmpInt;} - inline Bool getRetryPath(void) {return m_retryPath;} + Bool getRetryPath(void) {return m_retryPath;} - inline void setAllowedToChase( Bool allow ) { m_allowedToChase = allow; } - inline Bool isAllowedToChase() const { return m_allowedToChase; } + void setAllowedToChase( Bool allow ) { m_allowedToChase = allow; } + Bool isAllowedToChase() const { return m_allowedToChase; } // only for AIStateMachine. virtual void friend_notifyStateMachineChanged(); diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h index edd036f9a3..549bcd5fac 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/AutoHealBehavior.h @@ -166,7 +166,7 @@ class AutoHealBehavior : public UpdateModule, return getAutoHealBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/CountermeasuresBehavior.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/CountermeasuresBehavior.h index 9ca8248b63..c4ed34504a 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/CountermeasuresBehavior.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/CountermeasuresBehavior.h @@ -173,7 +173,7 @@ class CountermeasuresBehavior : public UpdateModule, public UpgradeMux, public C return getCountermeasuresBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DieModule.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DieModule.h index 803cdde7c5..c3a28c08d9 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DieModule.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DieModule.h @@ -76,7 +76,7 @@ class DieModuleData : public BehaviorModuleData p.add(DieMuxData::getFieldParse(), offsetof( DieModuleData, m_dieMuxData )); } - inline Bool isDieApplicable(const Object* obj, const DamageInfo *damageInfo) const { return m_dieMuxData.isDieApplicable(obj, damageInfo); } + Bool isDieApplicable(const Object* obj, const DamageInfo *damageInfo) const { return m_dieMuxData.isDieApplicable(obj, damageInfo); } }; //------------------------------------------------------------------------------------------------- diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FXListDie.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FXListDie.h index d299618064..20533a7b50 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FXListDie.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FXListDie.h @@ -121,7 +121,7 @@ class FXListDie : public DieModule, public UpgradeMux return getFXListDieModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h index 801bfaaf24..e675e82a2c 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h @@ -155,7 +155,7 @@ class FireWeaponWhenDamagedBehavior : public UpdateModule, return getFireWeaponWhenDamagedBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h index 7a1271eca6..5c666599d5 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDeadBehavior.h @@ -120,7 +120,7 @@ class FireWeaponWhenDeadBehavior : public BehaviorModule, return getFireWeaponWhenDeadBehaviorModuleData()->m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PhysicsUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PhysicsUpdate.h index 4ba389c53d..bd41d3c97f 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PhysicsUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/PhysicsUpdate.h @@ -206,7 +206,7 @@ class PhysicsBehavior : public UpdateModule, void setIgnoreCollisionsWith(const Object* obj); Bool isIgnoringCollisionsWith(ObjectID id) const; - inline Bool getAllowCollideForce() const { return getFlag(ALLOW_COLLIDE_FORCE); } + Bool getAllowCollideForce() const { return getFlag(ALLOW_COLLIDE_FORCE); } protected: @@ -282,8 +282,8 @@ class PhysicsBehavior : public UpdateModule, Bool m_originalAllowBounce; ///< orignal state of allow bounce - inline void setFlag(PhysicsFlagsType f, Bool set) { if (set) m_flags |= f; else m_flags &= ~f; } - inline Bool getFlag(PhysicsFlagsType f) const { return (m_flags & f) != 0; } + void setFlag(PhysicsFlagsType f, Bool set) { if (set) m_flags |= f; else m_flags &= ~f; } + Bool getFlag(PhysicsFlagsType f) const { return (m_flags & f) != 0; } }; diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SlowDeathBehavior.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SlowDeathBehavior.h index 7fb3e462f5..db778297fd 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SlowDeathBehavior.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SlowDeathBehavior.h @@ -100,7 +100,7 @@ class SlowDeathBehaviorModuleData : public UpdateModuleData SlowDeathBehaviorModuleData(); static void buildFieldParse(MultiIniFieldParse& p); - inline Bool hasNonLodEffects() const + Bool hasNonLodEffects() const { return (m_maskOfLoadedEffects & SlowDeathBehaviorModuleData::HAS_NON_LOD_EFFECTS) != 0; } @@ -156,8 +156,8 @@ class SlowDeathBehavior : public UpdateModule, protected: void doPhaseStuff(SlowDeathPhaseType sdphase); - inline Bool isSlowDeathActivated() const { return (m_flags & (1<m_upgradeMuxData.m_requiresAllTriggers; } - inline Bool isUpgradeActive() const { return isAlreadyUpgraded(); } + Bool isUpgradeActive() const { return isAlreadyUpgraded(); } virtual Bool isSubObjectsUpgrade() { return false; } private: diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/ObjectCreationList.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/ObjectCreationList.h index d29b0f581b..d39dd19c00 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/ObjectCreationList.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/ObjectCreationList.h @@ -134,7 +134,7 @@ class ObjectCreationList // Kris: August 23, 2003 // All OCLs return the first object that is created (or NULL if not applicable). - inline static Object* create( const ObjectCreationList* ocl, const Object* primaryObj, const Coord3D *primary, const Coord3D *secondary, Bool createOwner, UnsignedInt lifetimeFrames = 0 ) + static Object* create( const ObjectCreationList* ocl, const Object* primaryObj, const Coord3D *primary, const Coord3D *secondary, Bool createOwner, UnsignedInt lifetimeFrames = 0 ) { if( ocl ) return ocl->createInternal( primaryObj, primary, secondary, createOwner, lifetimeFrames ); @@ -144,7 +144,7 @@ class ObjectCreationList // Kris: August 23, 2003 // All OCLs return the first object that is created (or NULL if not applicable). /// inline convenience method to avoid having to check for null. - inline static Object* create(const ObjectCreationList* ocl, const Object* primaryObj, const Coord3D *primary, const Coord3D *secondary, Real angle, UnsignedInt lifetimeFrames = 0 ) + static Object* create(const ObjectCreationList* ocl, const Object* primaryObj, const Coord3D *primary, const Coord3D *secondary, Real angle, UnsignedInt lifetimeFrames = 0 ) { if (ocl) return ocl->createInternal( primaryObj, primary, secondary, angle, lifetimeFrames ); @@ -154,7 +154,7 @@ class ObjectCreationList // Kris: August 23, 2003 // All OCLs return the first object that is created (or NULL if not applicable). /// inline convenience method to avoid having to check for null. - inline static Object* create( const ObjectCreationList* ocl, const Object* primary, const Object* secondary, UnsignedInt lifetimeFrames = 0 ) + static Object* create( const ObjectCreationList* ocl, const Object* primary, const Object* secondary, UnsignedInt lifetimeFrames = 0 ) { if (ocl) return ocl->createInternal( primary, secondary, lifetimeFrames ); diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h index 00bf6486bd..010418a47c 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h @@ -214,22 +214,22 @@ class CellAndObjectIntersection // not MPO: we allocate these in arrays /** return the Cell for this COI (null if the COI is not in use) */ - inline PartitionCell *getCell() { return m_cell; } + PartitionCell *getCell() { return m_cell; } /** return the Module for this COI (null if the COI is not in use) */ - inline PartitionData *getModule() { return m_module; } + PartitionData *getModule() { return m_module; } /** return the previous COI in the Cell's list of COIs. */ - inline CellAndObjectIntersection *getPrevCoi() { return m_prevCoi; } + CellAndObjectIntersection *getPrevCoi() { return m_prevCoi; } /** return the next COI in the Cell's list of COIs. */ - inline CellAndObjectIntersection *getNextCoi() { return m_nextCoi; } + CellAndObjectIntersection *getNextCoi() { return m_nextCoi; } // only for use by PartitionCell. void friend_addToCellList(CellAndObjectIntersection **pListHead); @@ -342,13 +342,13 @@ class PartitionCell : public Snapshot // not MPO: allocated in an array void invalidateShroudedStatusForAllCois(Int playerIndex); #ifdef PM_CACHE_TERRAIN_HEIGHT - inline Real getLoTerrain() const { return m_loTerrainZ; } - inline Real getHiTerrain() const { return m_hiTerrainZ; } + Real getLoTerrain() const { return m_loTerrainZ; } + Real getHiTerrain() const { return m_hiTerrainZ; } #endif void getCellCenterPos(Real& x, Real& y); - inline CellAndObjectIntersection *getFirstCoiInCell() { return m_firstCoiInCell; } + CellAndObjectIntersection *getFirstCoiInCell() { return m_firstCoiInCell; } #ifdef RTS_DEBUG void validateCoiList(); @@ -511,7 +511,7 @@ class PartitionData : public MemoryPoolObject ObjectShroudStatus getShroudedStatus(Int playerIndex); - inline Int wasSeenByAnyPlayers() const ///isInListDirtyModules(&m_dirtyModules); } - inline void prependToDirtyModules(PartitionData* o) + void prependToDirtyModules(PartitionData* o) { o->prependToDirtyModules(&m_dirtyModules); } - inline void removeFromDirtyModules(PartitionData* o) + void removeFromDirtyModules(PartitionData* o) { o->removeFromDirtyModules(&m_dirtyModules); } - inline void removeAllDirtyModules() + void removeAllDirtyModules() { while (m_dirtyModules) { diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/TerrainLogic.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/TerrainLogic.h index e02d9192eb..f56c268ae6 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/TerrainLogic.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/TerrainLogic.h @@ -194,16 +194,16 @@ class Bridge : public MemoryPoolObject Bool isPointOnBridge(const Coord3D *pLoc); Drawable *pickBridge(const Vector3 &from, const Vector3 &to, Vector3 *pos); void updateDamageState(void); ///< Updates a bridge's damage info. - inline const BridgeInfo *peekBridgeInfo(void) const {return &m_bridgeInfo;} - inline PathfindLayerEnum getLayer(void) const {return m_layer;} - inline void setLayer(PathfindLayerEnum layer) {m_layer = layer;} + const BridgeInfo *peekBridgeInfo(void) const {return &m_bridgeInfo;} + PathfindLayerEnum getLayer(void) const {return m_layer;} + void setLayer(PathfindLayerEnum layer) {m_layer = layer;} const Region2D *getBounds(void) const {return &m_bounds;} Bool isCellOnEnd(const Region2D *cell); // Is pathfind cell on the sides of the bridge Bool isCellOnSide(const Region2D *cell); // Is pathfind cell on the end of the bridge Bool isCellEntryPoint(const Region2D *cell); // Is pathfind cell an entry point to the bridge - inline void setBridgeObjectID( ObjectID id ) { m_bridgeInfo.bridgeObjectID = id; } - inline void setTowerObjectID( ObjectID id, BridgeTowerType which ) { m_bridgeInfo.towerObjectID[ which ] = id; } + void setBridgeObjectID( ObjectID id ) { m_bridgeInfo.bridgeObjectID = id; } + void setTowerObjectID( ObjectID id, BridgeTowerType which ) { m_bridgeInfo.towerObjectID[ which ] = id; } }; diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/VictoryConditions.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/VictoryConditions.h index adf651bda6..27e69fccef 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/VictoryConditions.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/VictoryConditions.h @@ -55,8 +55,8 @@ class VictoryConditionsInterface : public SubsystemInterface virtual void reset( void ) = 0; virtual void update( void ) = 0; - inline void setVictoryConditions( Int victoryConditions ) { m_victoryConditions = victoryConditions; } - inline Int getVictoryConditions( void ) { return m_victoryConditions; } + void setVictoryConditions( Int victoryConditions ) { m_victoryConditions = victoryConditions; } + Int getVictoryConditions( void ) { return m_victoryConditions; } virtual Bool hasAchievedVictory(Player *player) = 0; ///< has a specific player and his allies won? virtual Bool hasBeenDefeated(Player *player) = 0; ///< has a specific player and his allies lost? diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/Weapon.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Weapon.h index fa608967f4..91c03fbb08 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Weapon.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Weapon.h @@ -276,14 +276,14 @@ class WeaponBonus clear(); } - inline void clear() + void clear() { for (int i = 0; i < FIELD_COUNT; ++i) m_field[i] = 1.0f; } - inline Real getField(Field f) const { return m_field[f]; } - inline void setField(Field f, Real v) { m_field[f] = v; } + Real getField(Field f) const { return m_field[f]; } + void setField(Field f, Real v) { m_field[f] = v; } void appendBonuses(WeaponBonus& bonus) const; @@ -357,7 +357,7 @@ class WeaponTemplate : public MemoryPoolObject Bool isOverride( void ) { return m_nextTemplate != NULL; } /// field table for loading the values from an INI - inline const FieldParse *getFieldParse() const { return TheWeaponTemplateFieldParseTable; } + const FieldParse *getFieldParse() const { return TheWeaponTemplateFieldParseTable; } /** fire the weapon. return the logic-frame in which the damage will be dealt. @@ -407,62 +407,62 @@ class WeaponTemplate : public MemoryPoolObject Int getPreAttackDelay(const WeaponBonus& bonus) const; Bool isContactWeapon() const; - inline Real getShockWaveAmount() const { return m_shockWaveAmount; } - inline Real getShockWaveRadius() const { return m_shockWaveRadius; } - inline Real getShockWaveTaperOff() const { return m_shockWaveTaperOff; } - - inline Real getRequestAssistRange() const {return m_requestAssistRange;} - inline AsciiString getName() const { return m_name; } - inline AsciiString getProjectileStreamName() const { return m_projectileStreamName; } - inline AsciiString getLaserName() const { return m_laserName; } - inline const AsciiString& getLaserBoneName() const { return m_laserBoneName; } - inline NameKeyType getNameKey() const { return m_nameKey; } - inline Real getWeaponSpeed() const { return m_weaponSpeed; } - inline Real getMinWeaponSpeed() const { return m_minWeaponSpeed; } - inline Bool isScaleWeaponSpeed() const { return m_isScaleWeaponSpeed; } - inline Real getWeaponRecoilAmount() const { return m_weaponRecoil; } - inline Real getMinTargetPitch() const { return m_minTargetPitch; } - inline Real getMaxTargetPitch() const { return m_maxTargetPitch; } - inline Real getRadiusDamageAngle() const { return m_radiusDamageAngle; } - inline DamageType getDamageType() const { return m_damageType; } - inline ObjectStatusTypes getDamageStatusType() const { return m_damageStatusType; } - inline DeathType getDeathType() const { return m_deathType; } - inline Real getContinueAttackRange() const { return m_continueAttackRange; } - inline Real getInfantryInaccuracyDist() const { return m_infantryInaccuracyDist; } - inline Real getAimDelta() const { return m_aimDelta; } - inline Real getScatterRadius() const { return m_scatterRadius; } - inline Real getScatterTargetScalar() const { return m_scatterTargetScalar; } - inline const ThingTemplate* getProjectileTemplate() const { return m_projectileTmpl; } - inline Bool getDamageDealtAtSelfPosition() const { return m_damageDealtAtSelfPosition; } - inline Int getAffectsMask() const { return m_affectsMask; } - inline Int getProjectileCollideMask() const { return m_collideMask; } - inline WeaponReloadType getReloadType() const { return m_reloadType; } - inline WeaponPrefireType getPrefireType() const { return m_prefireType; } - inline Bool getAutoReloadsClip() const { return m_reloadType == AUTO_RELOAD; } - inline Int getClipSize() const { return m_clipSize; } - inline Int getContinuousFireOneShotsNeeded() const { return m_continuousFireOneShotsNeeded; } - inline Int getContinuousFireTwoShotsNeeded() const { return m_continuousFireTwoShotsNeeded; } - inline UnsignedInt getContinuousFireCoastFrames() const { return m_continuousFireCoastFrames; } - inline UnsignedInt getAutoReloadWhenIdleFrames() const { return m_autoReloadWhenIdleFrames; } - inline UnsignedInt getSuspendFXDelay() const { return m_suspendFXDelay; } - - inline const FXList* getFireFX(VeterancyLevel v) const { return m_fireFXs[v]; } - inline const FXList* getProjectileDetonateFX(VeterancyLevel v) const { return m_projectileDetonateFXs[v]; } - inline const ObjectCreationList* getFireOCL(VeterancyLevel v) const { return m_fireOCLs[v]; } - inline const ObjectCreationList* getProjectileDetonationOCL(VeterancyLevel v) const { return m_projectileDetonationOCLs[v]; } - inline const ParticleSystemTemplate* getProjectileExhaust(VeterancyLevel v) const { return m_projectileExhausts[v]; } - - inline const AudioEventRTS& getFireSound() const { return m_fireSound; } - inline UnsignedInt getFireSoundLoopTime() const { return m_fireSoundLoopTime; } - inline const std::vector& getScatterTargetsVector() const { return m_scatterTargets; } - inline const WeaponBonusSet* getExtraBonus() const { return m_extraBonus; } - inline Int getShotsPerBarrel() const { return m_shotsPerBarrel; } - inline Int getAntiMask() const { return m_antiMask; } - inline Bool isLeechRangeWeapon() const { return m_leechRangeWeapon; } - inline Bool isCapableOfFollowingWaypoint() const { return m_capableOfFollowingWaypoint; } - inline Bool isShowsAmmoPips() const { return m_isShowsAmmoPips; } - inline Bool isPlayFXWhenStealthed() const { return m_playFXWhenStealthed; } - inline Bool getDieOnDetonate() const { return m_dieOnDetonate; } + Real getShockWaveAmount() const { return m_shockWaveAmount; } + Real getShockWaveRadius() const { return m_shockWaveRadius; } + Real getShockWaveTaperOff() const { return m_shockWaveTaperOff; } + + Real getRequestAssistRange() const {return m_requestAssistRange;} + AsciiString getName() const { return m_name; } + AsciiString getProjectileStreamName() const { return m_projectileStreamName; } + AsciiString getLaserName() const { return m_laserName; } + const AsciiString& getLaserBoneName() const { return m_laserBoneName; } + NameKeyType getNameKey() const { return m_nameKey; } + Real getWeaponSpeed() const { return m_weaponSpeed; } + Real getMinWeaponSpeed() const { return m_minWeaponSpeed; } + Bool isScaleWeaponSpeed() const { return m_isScaleWeaponSpeed; } + Real getWeaponRecoilAmount() const { return m_weaponRecoil; } + Real getMinTargetPitch() const { return m_minTargetPitch; } + Real getMaxTargetPitch() const { return m_maxTargetPitch; } + Real getRadiusDamageAngle() const { return m_radiusDamageAngle; } + DamageType getDamageType() const { return m_damageType; } + ObjectStatusTypes getDamageStatusType() const { return m_damageStatusType; } + DeathType getDeathType() const { return m_deathType; } + Real getContinueAttackRange() const { return m_continueAttackRange; } + Real getInfantryInaccuracyDist() const { return m_infantryInaccuracyDist; } + Real getAimDelta() const { return m_aimDelta; } + Real getScatterRadius() const { return m_scatterRadius; } + Real getScatterTargetScalar() const { return m_scatterTargetScalar; } + const ThingTemplate* getProjectileTemplate() const { return m_projectileTmpl; } + Bool getDamageDealtAtSelfPosition() const { return m_damageDealtAtSelfPosition; } + Int getAffectsMask() const { return m_affectsMask; } + Int getProjectileCollideMask() const { return m_collideMask; } + WeaponReloadType getReloadType() const { return m_reloadType; } + WeaponPrefireType getPrefireType() const { return m_prefireType; } + Bool getAutoReloadsClip() const { return m_reloadType == AUTO_RELOAD; } + Int getClipSize() const { return m_clipSize; } + Int getContinuousFireOneShotsNeeded() const { return m_continuousFireOneShotsNeeded; } + Int getContinuousFireTwoShotsNeeded() const { return m_continuousFireTwoShotsNeeded; } + UnsignedInt getContinuousFireCoastFrames() const { return m_continuousFireCoastFrames; } + UnsignedInt getAutoReloadWhenIdleFrames() const { return m_autoReloadWhenIdleFrames; } + UnsignedInt getSuspendFXDelay() const { return m_suspendFXDelay; } + + const FXList* getFireFX(VeterancyLevel v) const { return m_fireFXs[v]; } + const FXList* getProjectileDetonateFX(VeterancyLevel v) const { return m_projectileDetonateFXs[v]; } + const ObjectCreationList* getFireOCL(VeterancyLevel v) const { return m_fireOCLs[v]; } + const ObjectCreationList* getProjectileDetonationOCL(VeterancyLevel v) const { return m_projectileDetonationOCLs[v]; } + const ParticleSystemTemplate* getProjectileExhaust(VeterancyLevel v) const { return m_projectileExhausts[v]; } + + const AudioEventRTS& getFireSound() const { return m_fireSound; } + UnsignedInt getFireSoundLoopTime() const { return m_fireSoundLoopTime; } + const std::vector& getScatterTargetsVector() const { return m_scatterTargets; } + const WeaponBonusSet* getExtraBonus() const { return m_extraBonus; } + Int getShotsPerBarrel() const { return m_shotsPerBarrel; } + Int getAntiMask() const { return m_antiMask; } + Bool isLeechRangeWeapon() const { return m_leechRangeWeapon; } + Bool isCapableOfFollowingWaypoint() const { return m_capableOfFollowingWaypoint; } + Bool isShowsAmmoPips() const { return m_isShowsAmmoPips; } + Bool isPlayFXWhenStealthed() const { return m_playFXWhenStealthed; } + Bool getDieOnDetonate() const { return m_dieOnDetonate; } Bool shouldProjectileCollideWith( const Object* projectileLauncher, @@ -689,32 +689,32 @@ class Weapon : public MemoryPoolObject, Bool isLaser() const { return m_template->getLaserName().isNotEmpty(); } void createLaser( const Object *sourceObj, const Object *victimObj, const Coord3D *victimPos ); - inline const WeaponTemplate* getTemplate() const { return m_template; } - inline WeaponSlotType getWeaponSlot() const { return m_wslot; } - inline AsciiString getName() const { return m_template->getName(); } - inline UnsignedInt getLastShotFrame() const { return m_lastFireFrame; } ///< frame a shot was last fired on + const WeaponTemplate* getTemplate() const { return m_template; } + WeaponSlotType getWeaponSlot() const { return m_wslot; } + AsciiString getName() const { return m_template->getName(); } + UnsignedInt getLastShotFrame() const { return m_lastFireFrame; } ///< frame a shot was last fired on // If we are "reloading", then m_ammoInClip is a lie. It will say full. - inline UnsignedInt getRemainingAmmo() const { return (getStatus() == RELOADING_CLIP) ? 0 : m_ammoInClip; } - inline WeaponReloadType getReloadType() const { return m_template->getReloadType(); } - inline Bool getAutoReloadsClip() const { return m_template->getAutoReloadsClip(); } - inline Real getAimDelta() const { return m_template->getAimDelta(); } - inline Real getScatterRadius() const { return m_template->getScatterRadius(); } - inline Real getScatterTargetScalar() const { return m_template->getScatterTargetScalar(); } - inline Int getAntiMask() const { return m_template->getAntiMask(); } - inline Bool isCapableOfFollowingWaypoint() const { return m_template->isCapableOfFollowingWaypoint(); } - inline Int getContinuousFireOneShotsNeeded() const { return m_template->getContinuousFireOneShotsNeeded(); } - inline Int getContinuousFireTwoShotsNeeded() const { return m_template->getContinuousFireTwoShotsNeeded(); } - inline UnsignedInt getContinuousFireCoastFrames() const { return m_template->getContinuousFireCoastFrames(); } - inline UnsignedInt getAutoReloadWhenIdleFrames() const { return m_template->getAutoReloadWhenIdleFrames(); } - inline const AudioEventRTS& getFireSound() const { return m_template->getFireSound(); } - inline UnsignedInt getFireSoundLoopTime() const { return m_template->getFireSoundLoopTime(); } - inline DamageType getDamageType() const { return m_template->getDamageType(); } - inline DeathType getDeathType() const { return m_template->getDeathType(); } - inline Real getContinueAttackRange() const { return m_template->getContinueAttackRange(); } - inline Bool isShowsAmmoPips() const { return m_template->isShowsAmmoPips(); } - inline Int getClipSize() const { return m_template->getClipSize(); } + UnsignedInt getRemainingAmmo() const { return (getStatus() == RELOADING_CLIP) ? 0 : m_ammoInClip; } + WeaponReloadType getReloadType() const { return m_template->getReloadType(); } + Bool getAutoReloadsClip() const { return m_template->getAutoReloadsClip(); } + Real getAimDelta() const { return m_template->getAimDelta(); } + Real getScatterRadius() const { return m_template->getScatterRadius(); } + Real getScatterTargetScalar() const { return m_template->getScatterTargetScalar(); } + Int getAntiMask() const { return m_template->getAntiMask(); } + Bool isCapableOfFollowingWaypoint() const { return m_template->isCapableOfFollowingWaypoint(); } + Int getContinuousFireOneShotsNeeded() const { return m_template->getContinuousFireOneShotsNeeded(); } + Int getContinuousFireTwoShotsNeeded() const { return m_template->getContinuousFireTwoShotsNeeded(); } + UnsignedInt getContinuousFireCoastFrames() const { return m_template->getContinuousFireCoastFrames(); } + UnsignedInt getAutoReloadWhenIdleFrames() const { return m_template->getAutoReloadWhenIdleFrames(); } + const AudioEventRTS& getFireSound() const { return m_template->getFireSound(); } + UnsignedInt getFireSoundLoopTime() const { return m_template->getFireSoundLoopTime(); } + DamageType getDamageType() const { return m_template->getDamageType(); } + DeathType getDeathType() const { return m_template->getDeathType(); } + Real getContinueAttackRange() const { return m_template->getContinueAttackRange(); } + Bool isShowsAmmoPips() const { return m_template->isShowsAmmoPips(); } + Int getClipSize() const { return m_template->getClipSize(); } // Contact weapons (like car bombs) need to basically collide with their target. - inline Bool isContactWeapon() const { return m_template->isContactWeapon(); } + Bool isContactWeapon() const { return m_template->isContactWeapon(); } Int getClipReloadTime(const Object *source) const; @@ -843,7 +843,7 @@ class WeaponStore : public SubsystemInterface const WeaponTemplate *findWeaponTemplateByNameKey( NameKeyType key ) const { return findWeaponTemplatePrivate( key ); } // this dynamically allocates a new Weapon, which is owned (and must be freed!) by the caller. - inline Weapon* allocateNewWeapon(const WeaponTemplate *tmpl, WeaponSlotType wslot) const + Weapon* allocateNewWeapon(const WeaponTemplate *tmpl, WeaponSlotType wslot) const { return newInstance(Weapon)(tmpl, wslot); // my, that was easy } diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/BaseHeightMap.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/BaseHeightMap.h index ade37299a4..591fb04b03 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/BaseHeightMap.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/BaseHeightMap.h @@ -133,7 +133,7 @@ class BaseHeightMapRenderObjClass : public RenderObjClass, public DX8_CleanupHoo } - inline UnsignedByte getClipHeight(Int x, Int y) const + UnsignedByte getClipHeight(Int x, Int y) const { Int xextent = m_map->getXExtent() - 1; Int yextent = m_map->getYExtent() - 1; diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h index 32bdbc4a53..95c6db84f1 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h @@ -237,7 +237,7 @@ struct ModelConditionInfo PUBLIC_BONES_VALID = 0x0010 }; - inline ModelConditionInfo() + ModelConditionInfo() { clear(); } @@ -246,8 +246,8 @@ struct ModelConditionInfo void loadAnimations() const; void preloadAssets( TimeOfDay timeOfDay, Real scale ); ///< preload any assets for time of day - inline Int getConditionsYesCount() const { DEBUG_ASSERTCRASH(m_conditionsYesVec.size() > 0, ("empty m_conditionsYesVec.size(), see srj")); return m_conditionsYesVec.size(); } - inline const ModelConditionFlags& getNthConditionsYes(Int i) const { return m_conditionsYesVec[i]; } + Int getConditionsYesCount() const { DEBUG_ASSERTCRASH(m_conditionsYesVec.size() > 0, ("empty m_conditionsYesVec.size(), see srj")); return m_conditionsYesVec.size(); } + const ModelConditionFlags& getNthConditionsYes(Int i) const { return m_conditionsYesVec[i]; } #if defined(RTS_DEBUG) inline AsciiString getDescription() const { return m_description; } #endif @@ -422,7 +422,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface virtual const ObjectDrawInterface* getObjectDrawInterface() const { return this; } ///@todo: I had to make this public because W3DDevice needs access for casting shadows -MW - inline RenderObjClass *getRenderObject() { return m_renderObject; } + RenderObjClass *getRenderObject() { return m_renderObject; } virtual Bool updateBonesForClientParticleSystems( void );///< this will reposition particle systems on the fly ML virtual void onDrawableBoundToObject(); @@ -433,7 +433,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface virtual void onRenderObjRecreated(void){}; - inline const ModelConditionInfo* getCurState() const { return m_curState; } + const ModelConditionInfo* getCurState() const { return m_curState; } void setModelState(const ModelConditionInfo* newState); const ModelConditionInfo* findBestInfo(const ModelConditionFlags& c) const; @@ -448,7 +448,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface Bool setCurAnimDurationInMsec(Real duration); - inline Bool getFullyObscuredByShroud() const { return m_fullyObscuredByShroud; } + Bool getFullyObscuredByShroud() const { return m_fullyObscuredByShroud; } private: diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h index df0e5d4d01..64124a64a1 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DShadow.h @@ -52,8 +52,8 @@ class W3DShadowManager void invalidateCachedLightPositions(void); ///m_width) m_drawWidthX = m_width;} - inline void setDrawHeight(Int height) {m_drawHeightY = height; if (m_drawHeightY>m_height) m_drawHeightY = m_height;} + Int getDrawWidth(void) {return m_drawWidthX;} + Int getDrawHeight(void) {return m_drawHeightY;} + void setDrawWidth(Int width) {m_drawWidthX = width; if (m_drawWidthX>m_width) m_drawWidthX = m_width;} + void setDrawHeight(Int height) {m_drawHeightY = height; if (m_drawHeightY>m_height) m_drawHeightY = m_height;} virtual Int getBorderSize(void) {return m_borderSize;} - inline Int getBorderSizeInline(void) const { return m_borderSize; } + Int getBorderSizeInline(void) const { return m_borderSize; } /// Get height with the offset that HeightMapRenderObjClass uses built in. - inline UnsignedByte getDisplayHeight(Int x, Int y) { return m_data[x+m_drawOriginX+m_width*(y+m_drawOriginY)];} + UnsignedByte getDisplayHeight(Int x, Int y) { return m_data[x+m_drawOriginX+m_width*(y+m_drawOriginY)];} /// Get height in normal coordinates. - inline UnsignedByte getHeight(Int xIndex, Int yIndex) + UnsignedByte getHeight(Int xIndex, Int yIndex) { Int ndx = (yIndex*m_width)+xIndex; if ((ndx>=0) && (ndx> 3)] & (1<<(xIndex&0x7)); } diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h index 30098c9805..e9137e9301 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8fvf.h @@ -260,22 +260,22 @@ class FVFInfoClass : public W3DMPO public: FVFInfoClass(unsigned FVF, unsigned vertex_size=0); - inline unsigned Get_Location_Offset() const { return location_offset; } - inline unsigned Get_Normal_Offset() const { return normal_offset; } + unsigned Get_Location_Offset() const { return location_offset; } + unsigned Get_Normal_Offset() const { return normal_offset; } #ifdef WWDEBUG inline unsigned Get_Tex_Offset(unsigned int n) const { WWASSERT(n>SHIFT_DEPTHCOMPARE); } - inline DepthMaskType Get_Depth_Mask(void) const { return (DepthMaskType)((ShaderBits&MASK_DEPTHMASK)>>SHIFT_DEPTHMASK); } - inline ColorMaskType Get_Color_Mask(void) const { return (ColorMaskType)((ShaderBits&MASK_COLORMASK)>>SHIFT_COLORMASK); } - inline DetailAlphaFuncType Get_Post_Detail_Alpha_Func(void) const { return (DetailAlphaFuncType)((ShaderBits&MASK_POSTDETAILALPHAFUNC)>>SHIFT_POSTDETAILALPHAFUNC); } - inline DetailColorFuncType Get_Post_Detail_Color_Func(void) const { return (DetailColorFuncType)((ShaderBits&MASK_POSTDETAILCOLORFUNC)>>SHIFT_POSTDETAILCOLORFUNC); } - inline AlphaTestType Get_Alpha_Test(void) const { return (AlphaTestType)((ShaderBits&MASK_ALPHATEST)>>SHIFT_ALPHATEST); } - inline CullModeType Get_Cull_Mode(void) const { return (CullModeType)((ShaderBits&MASK_CULLMODE)>>SHIFT_CULLMODE); } - inline DstBlendFuncType Get_Dst_Blend_Func(void) const { return (DstBlendFuncType)((ShaderBits&MASK_DSTBLEND)>>SHIFT_DSTBLEND); } - inline FogFuncType Get_Fog_Func(void) const { return (FogFuncType)((ShaderBits&MASK_FOG)>>SHIFT_FOG); } - inline PriGradientType Get_Primary_Gradient(void) const { return (PriGradientType)((ShaderBits&MASK_PRIGRADIENT)>>SHIFT_PRIGRADIENT); } - inline SecGradientType Get_Secondary_Gradient(void) const { return (SecGradientType)((ShaderBits&MASK_SECGRADIENT)>>SHIFT_SECGRADIENT); } - inline SrcBlendFuncType Get_Src_Blend_Func(void) const { return (SrcBlendFuncType)((ShaderBits&MASK_SRCBLEND)>>SHIFT_SRCBLEND); } - inline TexturingType Get_Texturing(void) const { return (TexturingType)((ShaderBits&MASK_TEXTURING)>>SHIFT_TEXTURING); } - inline NPatchEnableType Get_NPatch_Enable(void) const { return (NPatchEnableType)((ShaderBits&MASK_NPATCHENABLE)>>SHIFT_NPATCHENABLE); } - - inline void Set_Depth_Compare(DepthCompareType x) { ShaderBits&=~MASK_DEPTHCOMPARE;ShaderBits|=(x<>SHIFT_DEPTHCOMPARE); } + DepthMaskType Get_Depth_Mask(void) const { return (DepthMaskType)((ShaderBits&MASK_DEPTHMASK)>>SHIFT_DEPTHMASK); } + ColorMaskType Get_Color_Mask(void) const { return (ColorMaskType)((ShaderBits&MASK_COLORMASK)>>SHIFT_COLORMASK); } + DetailAlphaFuncType Get_Post_Detail_Alpha_Func(void) const { return (DetailAlphaFuncType)((ShaderBits&MASK_POSTDETAILALPHAFUNC)>>SHIFT_POSTDETAILALPHAFUNC); } + DetailColorFuncType Get_Post_Detail_Color_Func(void) const { return (DetailColorFuncType)((ShaderBits&MASK_POSTDETAILCOLORFUNC)>>SHIFT_POSTDETAILCOLORFUNC); } + AlphaTestType Get_Alpha_Test(void) const { return (AlphaTestType)((ShaderBits&MASK_ALPHATEST)>>SHIFT_ALPHATEST); } + CullModeType Get_Cull_Mode(void) const { return (CullModeType)((ShaderBits&MASK_CULLMODE)>>SHIFT_CULLMODE); } + DstBlendFuncType Get_Dst_Blend_Func(void) const { return (DstBlendFuncType)((ShaderBits&MASK_DSTBLEND)>>SHIFT_DSTBLEND); } + FogFuncType Get_Fog_Func(void) const { return (FogFuncType)((ShaderBits&MASK_FOG)>>SHIFT_FOG); } + PriGradientType Get_Primary_Gradient(void) const { return (PriGradientType)((ShaderBits&MASK_PRIGRADIENT)>>SHIFT_PRIGRADIENT); } + SecGradientType Get_Secondary_Gradient(void) const { return (SecGradientType)((ShaderBits&MASK_SECGRADIENT)>>SHIFT_SECGRADIENT); } + SrcBlendFuncType Get_Src_Blend_Func(void) const { return (SrcBlendFuncType)((ShaderBits&MASK_SRCBLEND)>>SHIFT_SRCBLEND); } + TexturingType Get_Texturing(void) const { return (TexturingType)((ShaderBits&MASK_TEXTURING)>>SHIFT_TEXTURING); } + NPatchEnableType Get_NPatch_Enable(void) const { return (NPatchEnableType)((ShaderBits&MASK_NPATCHENABLE)>>SHIFT_NPATCHENABLE); } + + void Set_Depth_Compare(DepthCompareType x) { ShaderBits&=~MASK_DEPTHCOMPARE;ShaderBits|=(x<=first && cur<=second) is = true; if (cur<=first && cur>=second) is = true;