Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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@ -38,7 +38,6 @@
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class Physics2DDirectSpaceState;
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class Physics2DDirectBodyState : public Object {
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GDCLASS(Physics2DDirectBodyState, Object);
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protected:
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@ -97,7 +96,6 @@ class Physics2DShapeQueryResult;
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//used for script
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class Physics2DShapeQueryParameters : public Reference {
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GDCLASS(Physics2DShapeQueryParameters, Reference);
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friend class Physics2DDirectSpaceState;
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RID shape;
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@ -143,7 +141,6 @@ public:
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};
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class Physics2DDirectSpaceState : public Object {
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GDCLASS(Physics2DDirectSpaceState, Object);
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Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
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@ -160,7 +157,6 @@ protected:
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public:
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struct RayResult {
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Vector2 position;
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Vector2 normal;
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RID rid;
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@ -173,7 +169,6 @@ public:
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virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
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struct ShapeResult {
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RID rid;
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ObjectID collider_id;
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Object *collider;
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@ -191,7 +186,6 @@ public:
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virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
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struct ShapeRestInfo {
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Vector2 point;
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Vector2 normal;
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RID rid;
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@ -207,7 +201,6 @@ public:
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};
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class Physics2DShapeQueryResult : public Reference {
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GDCLASS(Physics2DShapeQueryResult, Reference);
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Vector<Physics2DDirectSpaceState::ShapeResult> result;
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@ -230,7 +223,6 @@ public:
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class Physics2DTestMotionResult;
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class Physics2DServer : public Object {
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GDCLASS(Physics2DServer, Object);
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static Physics2DServer *singleton;
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@ -493,7 +485,6 @@ public:
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virtual Physics2DDirectBodyState *body_get_direct_state(RID p_body) = 0;
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struct MotionResult {
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Vector2 motion;
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Vector2 remainder;
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@ -516,7 +507,6 @@ public:
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virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.001, MotionResult *r_result = NULL, bool p_exclude_raycast_shapes = true) = 0;
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struct SeparationResult {
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float collision_depth;
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Vector2 collision_point;
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Vector2 collision_normal;
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@ -607,7 +597,6 @@ public:
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};
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class Physics2DTestMotionResult : public Reference {
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GDCLASS(Physics2DTestMotionResult, Reference);
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Physics2DServer::MotionResult result;
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