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
+32 -32
View File
@@ -188,7 +188,7 @@ struct ActionButton
#define MAX_ACTION_BUTTONS 144 //checked in 3.2.0
typedef std::map<uint8,ActionButton> ActionButtonList;
typedef std::map<uint8, ActionButton> ActionButtonList;
struct PlayerCreateInfoItem
{
@@ -238,7 +238,7 @@ typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;
struct PlayerInfo
{
// existence checked by displayId != 0
PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL)
PlayerInfo() : displayId_m(0), displayId_f(0), levelInfo(NULL)
{
}
@@ -687,8 +687,8 @@ enum TransferAbortReason
TRANSFER_ABORT_NOT_FOUND = 0x03, // Transfer Aborted: instance not found
TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04, // You have entered too many instances recently.
TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06, // Unable to zone in while an encounter is in progress.
TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have <TBC,WotLK> expansion installed to access this area.
TRANSFER_ABORT_DIFFICULTY = 0x08, // <Normal,Heroic,Epic> difficulty mode is not available for %s.
TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have <TBC, WotLK> expansion installed to access this area.
TRANSFER_ABORT_DIFFICULTY = 0x08, // <Normal, Heroic, Epic> difficulty mode is not available for %s.
TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09, // Until you've escaped TLK's grasp, you cannot leave this place!
TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A, // Additional instances cannot be launched, please try again later.
TRANSFER_ABORT_NEED_GROUP = 0x0B, // 3.1
@@ -890,7 +890,7 @@ class PlayerTaxi
else
return false;
}
void AppendTaximaskTo(ByteBuffer& data,bool all);
void AppendTaximaskTo(ByteBuffer& data, bool all);
// Destinations
bool LoadTaxiDestinationsFromString(const std::string& values, uint32 team);
@@ -1086,8 +1086,8 @@ class Player : public Unit, public GridObject<Player>
bool ToggleAFK();
bool ToggleDND();
bool isAFK() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_AFK); }
bool isDND() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_DND); }
bool isAFK() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); }
bool isDND() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); }
uint8 chatTag() const;
std::string afkMsg;
std::string dndMsg;
@@ -1131,7 +1131,7 @@ class Player : public Unit, public GridObject<Player>
void setDeathState(DeathState s); // overwrite Unit::setDeathState
void InnEnter (time_t time,uint32 mapid, float x,float y,float z)
void InnEnter (time_t time, uint32 mapid, float x, float y, float z)
{
inn_pos_mapid = mapid;
inn_pos_x = x;
@@ -1162,7 +1162,7 @@ class Player : public Unit, public GridObject<Player>
void Say(const std::string& text, const uint32 language);
void Yell(const std::string& text, const uint32 language);
void TextEmote(const std::string& text);
void Whisper(const std::string& text, const uint32 language,uint64 receiver);
void Whisper(const std::string& text, const uint32 language, uint64 receiver);
void BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const;
/*********************************************************/
@@ -1189,12 +1189,12 @@ class Player : public Unit, public GridObject<Player>
Item* GetShield(bool useable = false) const;
static uint8 GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot
std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8,pos & 255); }
static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8, pos & 255); }
static bool IsInventoryPos(uint8 bag, uint8 slot);
static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8,pos & 255); }
static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8, pos & 255); }
static bool IsEquipmentPos(uint8 bag, uint8 slot);
static bool IsBagPos(uint16 pos);
static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8,pos & 255); }
static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8, pos & 255); }
static bool IsBankPos(uint8 bag, uint8 slot);
bool IsValidPos(uint16 pos, bool explicit_pos) { return IsValidPos(pos >> 8, pos & 255, explicit_pos); }
bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos);
@@ -1205,8 +1205,8 @@ class Player : public Unit, public GridObject<Player>
bool CanNoReagentCast(SpellEntry const* spellInfo) const;
bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(),pItem->GetCount(),pItem); }
InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry,count,NULL); }
InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); }
InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry, count, NULL); }
InventoryResult CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL) const
{
return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count);
@@ -1219,7 +1219,7 @@ class Player : public Unit, public GridObject<Player>
return _CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL);
}
InventoryResult CanStoreItems(Item** pItem,int count) const;
InventoryResult CanStoreItems(Item** pItem, int count) const;
InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item *pItem, bool swap, bool not_loading = true) const;
@@ -1240,7 +1240,7 @@ class Player : public Unit, public GridObject<Player>
void AutoUnequipOffhandIfNeed(bool force = false);
bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG,NULL_SLOT,loot_id,store,broadcast); }
void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast); }
void StoreLootItem(uint8 lootSlot, Loot* loot);
InventoryResult _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
@@ -1289,7 +1289,7 @@ class Player : public Unit, public GridObject<Player>
bool IsUseEquipedWeapon(bool mainhand) const
{
// disarm applied only to mainhand weapon
return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED));
return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED));
}
bool IsTwoHandUsed() const
{
@@ -1473,7 +1473,7 @@ class Player : public Unit, public GridObject<Player>
static float GetFloatValueFromArray(Tokens const& data, uint16 index);
static uint32 GetZoneIdFromDB(uint64 guid);
static uint32 GetLevelFromDB(uint64 guid);
static bool LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid);
static bool LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, uint64 guid);
static bool IsValidGender(uint8 Gender) { return Gender <= GENDER_FEMALE ; }
@@ -1485,10 +1485,10 @@ class Player : public Unit, public GridObject<Player>
void SaveInventoryAndGoldToDB(SQLTransaction& trans); // fast save function for item/money cheating preventing
void SaveGoldToDB(SQLTransaction& trans);
static void SetUInt32ValueInArray(Tokens& data,uint16 index, uint32 value);
static void SetFloatValueInArray(Tokens& data,uint16 index, float value);
static void SetUInt32ValueInArray(Tokens& data, uint16 index, uint32 value);
static void SetFloatValueInArray(Tokens& data, uint16 index, float value);
static void Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
static void SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid);
static void SavePositionInDB(uint32 mapid, float x, float y, float z, float o, uint32 zone, uint64 guid);
static void DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
static void DeleteOldCharacters();
@@ -1500,7 +1500,7 @@ class Player : public Unit, public GridObject<Player>
void SetBindPoint(uint64 guid);
void SendTalentWipeConfirm(uint64 guid);
void ResetPetTalents();
void CalcRage(uint32 damage,bool attacker);
void CalcRage(uint32 damage, bool attacker);
void RegenerateAll();
void Regenerate(Powers power);
void RegenerateHealth();
@@ -1707,7 +1707,7 @@ class Player : public Unit, public GridObject<Player>
m_resurrectHealth = health;
m_resurrectMana = mana;
}
void clearResurrectRequestData() { setResurrectRequestData(0,0,0.0f,0.0f,0.0f,0,0); }
void clearResurrectRequestData() { setResurrectRequestData(0, 0, 0.0f, 0.0f, 0.0f, 0, 0); }
bool isRessurectRequestedBy(uint64 guid) const { return m_resurrectGUID == guid; }
bool isRessurectRequested() const { return m_resurrectGUID != 0; }
void ResurectUsingRequestData();
@@ -1737,7 +1737,7 @@ class Player : public Unit, public GridObject<Player>
(*itr)->SetPvP(state);
}
void UpdatePvP(bool state, bool override=false);
void UpdateZone(uint32 newZone,uint32 newArea);
void UpdateZone(uint32 newZone, uint32 newArea);
void UpdateArea(uint32 newArea);
void UpdateZoneDependentAuras(uint32 zone_id); // zones
@@ -1766,7 +1766,7 @@ class Player : public Unit, public GridObject<Player>
bool IsInSameRaidWith(Player const* p) const { return p == this || (GetGroup() != NULL && GetGroup() == p->GetGroup()); }
void UninviteFromGroup();
static void RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0 , const char* reason = NULL);
void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(),GetGUID(), method); }
void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(), GetGUID(), method); }
void SendUpdateToOutOfRangeGroupMembers();
void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); }
@@ -1992,7 +1992,7 @@ class Player : public Unit, public GridObject<Player>
void UpdateSkillsForLevel();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
void ModifySkillBonus(uint32 skillid,int32 val, bool talent);
void ModifySkillBonus(uint32 skillid, int32 val, bool talent);
/*********************************************************/
/*** PVP SYSTEM ***/
@@ -2044,11 +2044,11 @@ class Player : public Unit, public GridObject<Player>
void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
void _ApplyItemMods(Item *item,uint8 slot,bool apply);
void _ApplyItemMods(Item *item, uint8 slot, bool apply);
void _RemoveAllItemMods();
void _ApplyAllItemMods();
void _ApplyAllLevelScaleItemMods(bool apply);
void _ApplyItemBonuses(ItemTemplate const *proto,uint8 slot,bool apply, bool only_level_scale = false);
void _ApplyItemBonuses(ItemTemplate const *proto, uint8 slot, bool apply, bool only_level_scale = false);
void _ApplyWeaponDamage(uint8 slot, ItemTemplate const *proto, ScalingStatValuesEntry const *ssv, bool apply);
void _ApplyAmmoBonuses();
bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
@@ -2060,7 +2060,7 @@ class Player : public Unit, public GridObject<Player>
void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
void UpdateEquipSpellsAtFormChange();
void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
void CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex);
void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const * proto);
void SendEquipmentSetList();
@@ -2225,7 +2225,7 @@ class Player : public Unit, public GridObject<Player>
/*********************************************************/
/*** VARIOUS SYSTEMS ***/
/*********************************************************/
void UpdateFallInformationIfNeed(MovementInfo const& minfo,uint16 opcode);
void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode);
Unit *m_mover;
WorldObject *m_seer;
void SetFallInformation(uint32 time, float z)
@@ -2759,8 +2759,8 @@ class Player : public Unit, public GridObject<Player>
uint32 _pendingBindTimer;
};
void AddItemsSetItem(Player*player,Item *item);
void RemoveItemsSetItem(Player*player,ItemTemplate const *proto);
void AddItemsSetItem(Player*player, Item *item);
void RemoveItemsSetItem(Player*player, ItemTemplate const *proto);
// "the bodies of template functions must be made available in a header file"
template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell)