Add spaces after commas

This commit is contained in:
leak
2011-04-29 20:47:02 +02:00
parent 01a79947d5
commit 1003f30448
645 changed files with 9439 additions and 9439 deletions
+13 -13
View File
@@ -214,7 +214,7 @@ class Object
void SetFloatValue(uint16 index, float value);
void SetByteValue(uint16 index, uint8 offset, uint8 value);
void SetUInt16Value(uint16 index, uint8 offset, uint16 value);
void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index,offset,(uint16)value); }
void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index, offset, (uint16)value); }
void SetStatFloatValue(uint16 index, float value);
void SetStatInt32Value(uint16 index, int32 value);
@@ -271,21 +271,21 @@ class Object
void ApplyModFlag(uint16 index, uint32 flag, bool apply)
{
if (apply) SetFlag(index,flag); else RemoveFlag(index,flag);
if (apply) SetFlag(index, flag); else RemoveFlag(index, flag);
}
void SetFlag64(uint16 index, uint64 newFlag)
{
uint64 oldval = GetUInt64Value(index);
uint64 newval = oldval | newFlag;
SetUInt64Value(index,newval);
SetUInt64Value(index, newval);
}
void RemoveFlag64(uint16 index, uint64 oldFlag)
{
uint64 oldval = GetUInt64Value(index);
uint64 newval = oldval & ~oldFlag;
SetUInt64Value(index,newval);
SetUInt64Value(index, newval);
}
void ToggleFlag64(uint16 index, uint64 flag)
@@ -304,7 +304,7 @@ class Object
void ApplyModFlag64(uint16 index, uint64 flag, bool apply)
{
if (apply) SetFlag64(index,flag); else RemoveFlag64(index,flag);
if (apply) SetFlag64(index, flag); else RemoveFlag64(index, flag);
}
void ClearUpdateMask(bool remove);
@@ -503,7 +503,7 @@ struct MovementInfo
MovementInfo()
{
pos.Relocate(0,0,0,0);
pos.Relocate(0, 0, 0, 0);
guid = 0;
flags = 0;
flags2 = 0;
@@ -511,7 +511,7 @@ struct MovementInfo
splineElevation = 0;
pitch = j_zspeed = j_sinAngle = j_cosAngle = j_xyspeed = 0.0f;
t_guid = 0;
t_pos.Relocate(0,0,0,0);
t_pos.Relocate(0, 0, 0, 0);
t_seat = -1;
}
@@ -597,11 +597,11 @@ class WorldObject : public Object, public WorldLocation
}
void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d,float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const;
void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
{
// angle calculated from current orientation
GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle);
}
void MovePosition(Position &pos, float dist, float angle);
void GetNearPosition(Position &pos, float dist, float angle)
@@ -624,7 +624,7 @@ class WorldObject : public Object, public WorldLocation
void GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
{
// angle to face `obj` to `this` using distance includes size of `obj`
GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle(obj));
GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));
}
float GetObjectSize() const
@@ -705,11 +705,11 @@ class WorldObject : public Object, public WorldLocation
// use only if you will sure about placing both object at same map
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
{
return obj && _IsWithinDist(obj,dist2compare,is3D);
return obj && _IsWithinDist(obj, dist2compare, is3D);
}
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const
{
return obj && IsInMap(obj) && _IsWithinDist(obj,dist2compare,is3D);
return obj && IsInMap(obj) && _IsWithinDist(obj, dist2compare, is3D);
}
bool IsWithinLOS(float x, float y, float z) const;
bool IsWithinLOSInMap(const WorldObject* obj) const;
@@ -717,7 +717,7 @@ class WorldObject : public Object, public WorldLocation
bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
bool isInFront(WorldObject const* target,float distance, float arc = M_PI) const;
bool isInFront(WorldObject const* target, float distance, float arc = M_PI) const;
bool isInBack(WorldObject const* target, float distance, float arc = M_PI) const;
bool IsInBetween(const WorldObject *obj1, const WorldObject *obj2, float size = 0) const;