Add dotnet format as pre-commit hook
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.githooks/pre-commit
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7
.githooks/pre-commit
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@ -0,0 +1,7 @@
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#!/bin/sh
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#
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# Use with:
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#
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# $> git config core.hooksPath .githooks
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#
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dotnet format SliceIsRight.sln
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@ -35,7 +35,7 @@ namespace SliceIsRight
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[PluginService]
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[PluginService]
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private ClientState ClientState { get; set; }
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private ClientState ClientState { get; set; }
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private const ushort GoldSaucerTerritoryId = 144;
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private const ushort GoldSaucerTerritoryId = 144;
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private bool IsInGoldSaucer { get; set; }
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private bool IsInGoldSaucer { get; set; }
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@ -69,7 +69,7 @@ namespace SliceIsRight
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if (!ClientState.IsLoggedIn || !IsInGoldSaucer || ObjectTable == null)
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if (!ClientState.IsLoggedIn || !IsInGoldSaucer || ObjectTable == null)
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return;
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return;
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for (int index = 0; index < ObjectTable.Length; ++ index)
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for (int index = 0; index < ObjectTable.Length; ++index)
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{
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{
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GameObject? obj = ObjectTable[index];
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GameObject? obj = ObjectTable[index];
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if (obj == null || DistanceToPlayer(obj.Position) > MaxDistance)
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if (obj == null || DistanceToPlayer(obj.Position) > MaxDistance)
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@ -122,7 +122,7 @@ namespace SliceIsRight
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break;
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break;
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case 2010779:
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case 2010779:
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//default:
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//default:
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DrawFilledCircleWorld(obj, radius ?? 11f, COLOUR_RED);
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DrawFilledCircleWorld(obj, radius ?? 11f, COLOUR_RED);
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break;
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break;
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}
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}
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@ -158,7 +158,7 @@ namespace SliceIsRight
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onScreen |= GameGui.WorldToScreen(new Vector3(center.X + radius * (float)Math.Sin(Math.PI / segmentCount * index), center.Y, center.Z + radius * (float)Math.Cos(Math.PI / segmentCount * index)), out Vector2 vector2);
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onScreen |= GameGui.WorldToScreen(new Vector3(center.X + radius * (float)Math.Sin(Math.PI / segmentCount * index), center.Y, center.Z + radius * (float)Math.Cos(Math.PI / segmentCount * index)), out Vector2 vector2);
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ImGui.GetWindowDrawList().PathLineTo(vector2);
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ImGui.GetWindowDrawList().PathLineTo(vector2);
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}
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}
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if (onScreen)
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if (onScreen)
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ImGui.GetWindowDrawList().PathFillConvex(colour);
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ImGui.GetWindowDrawList().PathFillConvex(colour);
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else
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else
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@ -187,7 +187,7 @@ namespace SliceIsRight
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Vector3 farCenter = new Vector3(nearCenter.X + lengthSlice * (float)Math.Sin(rotation), nearCenter.Y, nearCenter.Z + lengthSlice * (float)Math.Cos(rotation));
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Vector3 farCenter = new Vector3(nearCenter.X + lengthSlice * (float)Math.Sin(rotation), nearCenter.Y, nearCenter.Z + lengthSlice * (float)Math.Cos(rotation));
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bool onScreen = false;
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bool onScreen = false;
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foreach (Vector3 v in new[]{ far2, farCenter, far1, near1, nearCenter, near2})
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foreach (Vector3 v in new[] { far2, farCenter, far1, near1, nearCenter, near2 })
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{
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{
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onScreen |= GameGui.WorldToScreen(v, out Vector2 nextVertex);
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onScreen |= GameGui.WorldToScreen(v, out Vector2 nextVertex);
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if ((nextVertex.X > 0 & nextVertex.X < displaySize.X) || (nextVertex.Y > 0 & nextVertex.Y < displaySize.Y))
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if ((nextVertex.X > 0 & nextVertex.X < displaySize.X) || (nextVertex.Y > 0 & nextVertex.Y < displaySize.Y))
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