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