From 2111c1248b08236a839dcf22036f92735bceb31c Mon Sep 17 00:00:00 2001 From: tcmal Date: Sun, 25 Aug 2024 17:44:21 +0100 Subject: chore(all): style formatting and clippy fixes --- stockton-levels/src/traits/textures.rs | 47 +++++++++++++++++----------------- 1 file changed, 23 insertions(+), 24 deletions(-) (limited to 'stockton-levels/src/traits/textures.rs') diff --git a/stockton-levels/src/traits/textures.rs b/stockton-levels/src/traits/textures.rs index 16213ea..a9c9bc9 100644 --- a/stockton-levels/src/traits/textures.rs +++ b/stockton-levels/src/traits/textures.rs @@ -1,4 +1,4 @@ -// Copyright (C) Oscar Shrimpton 2019 +// Copyright (C) Oscar Shrimpton 2019 // This program is free software: you can redistribute it and/or modify it // under the terms of the GNU General Public License as published by the Free @@ -23,21 +23,20 @@ pub struct Texture { pub contents: ContentsFlags, } - bitflags!( /// Extracted from the Q3 arena engine code. /// https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/surfaceflags.h pub struct SurfaceFlags: u32 { /// never give falling damage const NO_DAMAGE = 0x1; - + /// affects game physics const SLICK = 0x2; - + /// lighting from environment map const SKY = 0x4; - /// don't make missile explosions + /// don't make missile explosions const NO_IMPACT = 0x10; /// function as a ladder @@ -45,43 +44,43 @@ bitflags!( /// don't leave missile marks const NO_MARKS = 0x20; - + /// make flesh sounds and effects const FLESH = 0x40; - + /// don't generate a drawsurface at all const NODRAW = 0x80; - + /// make a primary bsp splitter const HINT = 0x01_00; - + /// completely ignore, allowing non-closed brushes const SKIP = 0x02_00; - + /// surface doesn't need a lightmap const NO_LIGHT_MAP = 0x04_00; - + /// generate lighting info at vertexes const POINT_LIGHT = 0x08_00; - + /// clanking footsteps const METAL_STEPS = 0x10_00; - + /// no footstep sounds const NO_STEPS = 0x20_00; - + /// don't collide against curves with this set const NON_SOLID = 0x40_00; - + /// act as a light filter during q3map -light const LIGHT_FILTER = 0x80_00; - + /// do per-pixel light shadow casting in q3map const ALPHA_SHADOW = 0x01_00_00; - + /// don't dlight even if solid (solid lava, skies) const NO_DLIGHT = 0x02_00_00; - + /// leave a dust trail when walking on this surface const DUST = 0x04_00_00; } @@ -116,7 +115,7 @@ bitflags!( const DO_NOT_ENTER = 0x20_00_00; const BOT_CLIP = 0x40_00_00; const MOVER = 0x80_00_00; - + // removed before bsping an entity const ORIGIN = 0x01_00_00_00; @@ -125,18 +124,18 @@ bitflags!( /// brush not used for the bsp const DETAIL = 0x08_00_00_00; - + /// brush not used for the bsp const CORPSE = 0x04_00_00_00; /// brushes used for the bsp const STRUCTURAL = 0x10_00_00_00; - + /// don't consume surface fragments inside const TRANSLUCENT = 0x20_00_00_00; const TRIGGER = 0x40_00_00_00; - + /// don't leave bodies or items (death fog, lava) const NODROP = 0x80_00_00_00; } @@ -145,6 +144,6 @@ bitflags!( pub trait HasTextures { type TexturesIter<'a>: Iterator; - fn textures_iter<'a>(&'a self) -> Self::TexturesIter<'a>; - fn get_texture<'a>(&'a self, idx: u32) -> &'a Texture; + fn textures_iter(&self) -> Self::TexturesIter<'_>; + fn get_texture(&self, idx: u32) -> &Texture; } -- cgit v1.2.3