add newline at end of file where it's lacking

.editorconfig already enforces it but it's getting changed piecemeal in
every commit. just get it done with.

the script:
```

find . -type f -not -path "./.git/*" -not -path "./.vs/*" | while read -r file; do
	isFile=$(file -0 "$file" | cut -d $'\0' -f2)
	case "$isFile" in
		(*text*)
			echo "$file is text"
			if [[ $(tail -c 1 "$file" | wc -l) -ne 1 ]]; then
				echo "" >> "$file"
			fi
			;;
		(*)
			echo "file isn't text"
			;;
	esac
done
```
This commit is contained in:
Marco Antonio J. Costa
2024-12-14 19:05:48 -03:00
committed by majcosta
parent 1d58bda82d
commit 86ad401186
228 changed files with 228 additions and 228 deletions
+1 -1
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@@ -40,4 +40,4 @@ typedef enum
#endif
} ItemActionType;
#endif
#endif
+1 -1
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@@ -62,4 +62,4 @@ BOOLEAN LoadAirRaidInfoFromSaveGameFile( HWFILE hFile );
void EndAirRaid( );
#endif
#endif
+1 -1
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@@ -26,4 +26,4 @@ void UnLoadCachedAnimationSurfaces( UINT16 usSoldierID, AnimationSurfaceCacheTyp
#endif
#endif
+1 -1
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@@ -393,4 +393,4 @@ extern void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemInd
extern void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UINT8 ubAtMostNumItems );
#endif
#endif
+1 -1
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@@ -25,4 +25,4 @@ UINT16 GetBestRetreatingMercDoctor( SOLDIERTYPE* pPatient );
void HandleRetreatBandaging( );
#endif
#endif
+1 -1
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@@ -43,4 +43,4 @@ extern BOOLEAN BoxerExists( void );
extern UINT8 CountPeopleInBoxingRing( void );
extern void ClearAllBoxerFlags( void );
#endif
#endif
+1 -1
View File
@@ -107,4 +107,4 @@ BOOLEAN SaveBulletStructureToSaveGameFile( HWFILE hFile );
BOOLEAN LoadBulletStructureFromSavedGameFile( HWFILE hFile );
#endif
#endif
+1 -1
View File
@@ -179,4 +179,4 @@ void BeginChatQuote( SOLDIERTYPE *pCiv, INT16 sX, INT16 sY );
BOOLEAN CivQuoteActive();
#endif
#endif
+1 -1
View File
@@ -489,4 +489,4 @@ void SetExternMapscreenSpeechPanelXY( INT16 sXPos, INT16 sYPos );
void RemoveJerryMiloBrokenLaptopOverlay();
#endif
#endif
#endif
+1 -1
View File
@@ -25,4 +25,4 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLe
void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel );
#endif
#endif
#endif
+1 -1
View File
@@ -22,4 +22,4 @@ BOOLEAN SaveEnemySoldiersToTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
extern BOOLEAN gfRestoringEnemySoldiersFromTempFile;
#endif
#endif
+1 -1
View File
@@ -6,4 +6,4 @@ WEAPON_DROPS gEnemyWeaponDrops[MAX_DROP_ITEMS];
AMMO_DROPS gEnemyAmmoDrops[MAX_DROP_ITEMS];
EXPLOSIVE_DROPS gEnemyExplosiveDrops[MAX_DROP_ITEMS];
ARMOUR_DROPS gEnemyArmourDrops[MAX_DROP_ITEMS];
MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS];
MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS];
+1 -1
View File
@@ -49,4 +49,4 @@ extern EXPLOSIVE_DROPS gEnemyExplosiveDrops[MAX_DROP_ITEMS];
extern ARMOUR_DROPS gEnemyArmourDrops[MAX_DROP_ITEMS];
extern MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS];
#endif
#endif
+1 -1
View File
@@ -26,4 +26,4 @@ void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN f
#endif
#endif
+1 -1
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@@ -14,4 +14,4 @@ void EndUIPlan( );
BOOLEAN InUIPlanMode( );
#endif
#endif
+1 -1
View File
@@ -382,4 +382,4 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
//Legion by Jazz
void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
#endif
#endif
+1 -1
View File
@@ -73,4 +73,4 @@ void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay );
// For now, we aren't using usColour, but that will likely change in the future
void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour );
#endif
#endif
+1 -1
View File
@@ -249,4 +249,4 @@ extern UINT32 gusCurMousePos;
UINT16 GetSnapCursorIndex( UINT16 usAdditionalData );
#endif
#endif
+1 -1
View File
@@ -168,4 +168,4 @@ extern UINT8 gubDescBoxTotalAdvLines;
// Jenilee: determine the cost of moving this item around in our inventory
UINT16 GetInvMovementCost(OBJECTTYPE* pObj, INT16 old_pos, INT16 new_pos);
#endif
#endif
+1 -1
View File
@@ -27,4 +27,4 @@ void UnLoadCarPortraits( void );
void DrawItemOutlineZoomedInventory( INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, INT16 sColor, UINT32 uiBuffer );
#endif
#endif
+1 -1
View File
@@ -581,4 +581,4 @@ void NCTHShowMounted( SOLDIERTYPE* pSoldier, UINT16* ptrBuf, UINT32 uiPitch, INT
BOOLEAN HasBackgroundFlag( UINT8 usProfile, UINT64 aFlag );
INT16 GetBackgroundValue( UINT8 usProfile, UINT16 aNr );
#endif
#endif
+1 -1
View File
@@ -126,4 +126,4 @@ void MoveMilitiaEquipment(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX, INT16
// take militia items from sector
void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass );
#endif
#endif
+1 -1
View File
@@ -151,4 +151,4 @@ extern void InitGridNoUB();
#endif
#endif
#endif
+1 -1
View File
@@ -281,4 +281,4 @@ void AttachStringToDoor( INT32 sGridNo );
void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded );
#endif
#endif
+1 -1
View File
@@ -261,4 +261,4 @@ void DamageRiotShield( SOLDIERTYPE* pSoldier, INT32& rsDamage, INT32& rsSecondar
extern INT8 GetStealth(SOLDIERTYPE* pSoldier);
extern INT8 GetSightAdjustmentBasedOnLBE(SOLDIERTYPE* pSoldier);
#endif
#endif
+1 -1
View File
@@ -66,4 +66,4 @@ BOOLEAN ValidateEntryPointGridNo( INT32 *sGridNo );
extern BOOLEAN gfWorldLoaded;
#endif
#endif
+1 -1
View File
@@ -28,4 +28,4 @@ BOOLEAN CreateDestroyMilitiaControlPopUpBoxes( void );
BOOLEAN CheckIfRadioIsEquipped( void );
#endif
#endif
+1 -1
View File
@@ -43,4 +43,4 @@ void SetInteractivePicture( std::string aStr, bool aVal );
void MiniGame_Init_Picture();
UINT32 MiniGame_Handle_Picture();
#endif //__MINIGAME_H
#endif //__MINIGAME_H
+1 -1
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@@ -160,4 +160,4 @@ void DailyMoraleUpdate( SOLDIERTYPE *pSoldier );
void DecayTacticalMoraleModifiers( void );
#endif
#endif
+1 -1
View File
@@ -1 +1 @@
//#define PATHAI_VISIBLE_DEBUG
//#define PATHAI_VISIBLE_DEBUG
+1 -1
View File
@@ -5,4 +5,4 @@ BOOLEAN IsItAllowedToRenderRain();
void RenderRain();
void ResetRain();
#endif
#endif
+1 -1
View File
@@ -83,4 +83,4 @@ enum
#define ARNIE_QUOTE_NOT_REPAIRED_YET 33
#endif
#endif
+1 -1
View File
@@ -46,4 +46,4 @@ enum SkillChecks
#endif
#endif
+1 -1
View File
@@ -197,4 +197,4 @@ public:
void EquipmentListMenu();
void EquipmentListMenuCancel();
#endif
#endif
+1 -1
View File
@@ -15,4 +15,4 @@ BOOLEAN HandleCheckForDeathCommonCode( SOLDIERTYPE *pSoldier );
void KickOutWheelchair( SOLDIERTYPE *pSoldier );
#endif
#endif
+1 -1
View File
@@ -600,4 +600,4 @@ INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin );
// Flugente: set palettes for vest/shirt
void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants, INT8 aHair = -1, INT8 aSkin = -1 );
#endif
#endif
+1 -1
View File
@@ -53,4 +53,4 @@ void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *
#endif
#endif
+1 -1
View File
@@ -25,4 +25,4 @@ void HandleCrowShadowVisibility( SOLDIERTYPE *pSoldier );
BOOLEAN DoesSoldierWearGasMask(SOLDIERTYPE *pSoldier);//dnl ch40 200909
#endif
#endif
+1 -1
View File
@@ -3325,4 +3325,4 @@ void SectorAddDownedPilot( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
// remove the flag. We can only find the pilot the first time we visit this sector after the heli was shut down
pSector->usSectorInfoFlag &= ~SECTORINFO_ENEMYHELI_SHOTDOWN;
}
}
}
+1 -1
View File
@@ -69,4 +69,4 @@ void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
// Flugente: decide wether to add a downed pilot if a helicopter was shot down here
void SectorAddDownedPilot( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
#endif
#endif
+1 -1
View File
@@ -41,4 +41,4 @@
//#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE )
#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE )
#endif
#endif
+1 -1
View File
@@ -23,4 +23,4 @@ void AIPickBurstLocations( SOLDIERTYPE *pSoldier, INT8 bTargets, SOLDIERTYPE *pT
void RenderAccumulatedBurstLocations( );
#endif
#endif
+1 -1
View File
@@ -175,4 +175,4 @@ void CheckSquadMovementGroups( void );
//SQUAD10: Check for squads that are oversized at current resolution and move them to another squad
void FixOversizedSquadsInSector( void );
#endif
#endif
+1 -1
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@@ -25,4 +25,4 @@ BOOLEAN HandleSectorExitMenu( );
void RemoveSectorExitMenu( BOOLEAN fOK );
#endif
#endif
+1 -1
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@@ -53,4 +53,4 @@ BOOLEAN SetOpenableStructureToClosed( INT32 sGridNo, UINT8 ubLevel );
BOOLEAN IsJumpableWindowPresentAtGridNo( INT32 sGridNo , INT8 direction2, BOOLEAN fIntactWindowsAlso ); //legion 2 Windows
BOOLEAN IsLegionWallPresentAtGridno( INT32 sGridNo ); //legion 2 Fence
#endif
#endif
+1 -1
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@@ -4,4 +4,4 @@
void HandleTacticalEndTurn( );
#endif
#endif
+1 -1
View File
@@ -30,4 +30,4 @@ void EndTurnEvents( void );
BOOLEAN NPCFirstDraw( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier );
#endif
#endif
+1 -1
View File
@@ -30,4 +30,4 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs
// based on how trained the shooter is.
UINT32 ChanceToHitApproximation( SOLDIERTYPE * pSoldier, UINT32 uiChance );
#endif
#endif
+1 -1
View File
@@ -219,4 +219,4 @@ void VehicleMenu( INT32 usMapPos, SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle )
pCurrentSoldier = pSoldier;
pCurrentVehicle = pVehicle;
gVehicleSelection.Setup(0);
}
}
+1 -1
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@@ -82,4 +82,4 @@ private:
void VehicleMenu( INT32 usMapPos, SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle );
#endif
#endif
+1 -1
View File
@@ -212,4 +212,4 @@ void LoadHiddenNames()
strcat(fileName, HIDDENNAMESFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInHiddenNamesStats(zHiddenNames,fileName), HIDDENNAMESFILENAME);
}
}
+1 -1
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@@ -489,4 +489,4 @@ BOOLEAN ReadInLBEPocketPopups(STR fileName)
return( TRUE );
}
}
+1 -1
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@@ -757,4 +757,4 @@ BOOLEAN WriteMercStartingGearStats()
FileClose( hFile );
return( TRUE );
}
}
+1 -1
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@@ -231,4 +231,4 @@ BOOLEAN WriteSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName)
FileClose( hFile );
return( TRUE );
}
}
+1 -1
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@@ -298,4 +298,4 @@ BOOLEAN WriteRandomStats( STR fileName)
FileClose( hFile );
return( TRUE );
}
}
+1 -1
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@@ -20,4 +20,4 @@ void ExamineSlantRoofFOVSlots( );
#endif
#endif
+1 -1
View File
@@ -177,4 +177,4 @@ INT32 MaxDistanceVisible( void );
// HEADROCK HAM 3.6: Moved here from cpp
void MakeBloodcatsHostile( void );
#endif
#endif
+1 -1
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@@ -29,4 +29,4 @@ extern QARRAY_VALUES QuoteExp[NUM_PROFILES];
#endif
#endif
+1 -1
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@@ -22,4 +22,4 @@
#define RT_COMPRESSION_TACTICAL_TURN_MODIFIER 10
#endif
#endif
+1 -1
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@@ -27,4 +27,4 @@ void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT32 sCauseGridNo, INT8 bVal
BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow );
#endif
#endif