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
@@ -296,15 +296,15 @@ public:
if (FireballTimer <= diff)
{
DoCast(me->getVictim(), SPELL_FIREBALL_NORMAL);
FireballTimer = urand(2000,6000);
FireballTimer = urand(2000, 6000);
} else FireballTimer -= diff;
if (PhoenixTimer <= diff)
{
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM,1);
Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 1);
uint8 random = urand(1,2);
uint8 random = urand(1, 2);
float x = KaelLocations[random][0];
float y = KaelLocations[random][1];
@@ -330,7 +330,7 @@ public:
DoCast(pTarget, SPELL_FLAMESTRIKE3, true);
DoScriptText(SAY_FLAMESTRIKE, me);
}
FlameStrikeTimer = urand(15000,25000);
FlameStrikeTimer = urand(15000, 25000);
} else FlameStrikeTimer -= diff;
// Below 50%
@@ -396,7 +396,7 @@ public:
for (uint8 i = 0; i < 3; ++i)
{
Unit *pTarget = NULL;
pTarget = SelectTarget(SELECT_TARGET_RANDOM,0);
pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0);
Creature* Orb = DoSpawnCreature(CREATURE_ARCANE_SPHERE, 5, 5, 0, 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 30000);
if (Orb && pTarget)
@@ -535,7 +535,7 @@ public:
me->ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->ClearAllReactives();
me->SetUInt64Value(UNIT_FIELD_TARGET,0);
me->SetUInt64Value(UNIT_FIELD_TARGET, 0);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
me->SetStandState(UNIT_STAND_STATE_DEAD);
@@ -580,7 +580,7 @@ public:
if (BurnTimer <= diff)
{
//spell Burn should possible do this, but it doesn't, so do this for now.
uint16 dmg = urand(1650,2050);
uint16 dmg = urand(1650, 2050);
me->DealDamage(me, dmg, 0, DOT, SPELL_SCHOOL_MASK_FIRE, NULL, false);
BurnTimer += 2000;
} BurnTimer -= diff;
@@ -648,7 +648,7 @@ public:
void Reset()
{
DespawnTimer = 30000;
ChangeTargetTimer = urand(6000,12000);
ChangeTargetTimer = urand(6000, 12000);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->AddUnitMovementFlag(MOVEMENTFLAG_LEVITATING);
@@ -678,7 +678,7 @@ public:
AttackStart(pTarget);
}
ChangeTargetTimer = urand(5000,15000);
ChangeTargetTimer = urand(5000, 15000);
} else ChangeTargetTimer -= diff;
}
};
@@ -274,7 +274,7 @@ public:
{
Unit *pTarget = me;
if (urand(0,1))
if (urand(0, 1))
if (Unit* pAdd = Unit::GetUnit(*me, m_auiLackeyGUID[rand()%MAX_ACTIVE_LACKEY]))
if (pAdd->isAlive())
pTarget = pAdd;
@@ -287,7 +287,7 @@ public:
{
Unit *pTarget = me;
if (urand(0,1))
if (urand(0, 1))
if (Unit* pAdd = Unit::GetUnit(*me, m_auiLackeyGUID[rand()%MAX_ACTIVE_LACKEY]))
if (pAdd->isAlive() && !pAdd->HasAura(SPELL_SHIELD))
pTarget = pAdd;
@@ -300,11 +300,11 @@ public:
{
Unit *pTarget = NULL;
if (urand(0,1))
if (urand(0, 1))
pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
else
{
if (urand(0,1))
if (urand(0, 1))
pTarget = me;
else
if (Unit* pAdd = Unit::GetUnit(*me, m_auiLackeyGUID[rand()%MAX_ACTIVE_LACKEY]))
@@ -362,7 +362,7 @@ struct boss_priestess_lackey_commonAI : public ScriptedAI
// For later development, some alternative threat system should be made
// We do not know what this system is based upon, but one theory is class (healers=high threat, dps=medium, etc)
// We reset their threat frequently as an alternative until such a system exist
ResetThreatTimer = urand(5000,20000);
ResetThreatTimer = urand(5000, 20000);
// in case she is not alive and Reset was for some reason called, respawn her (most likely party wipe after killing her)
if (Creature* pDelrissa = Unit::GetCreature(*me, pInstance ? pInstance->GetData64(DATA_DELRISSA) : 0))
@@ -1025,7 +1025,7 @@ public:
Wing_Clip_Timer = 4000;
Freezing_Trap_Timer = 15000;
Unit* pPet = Unit::GetUnit(*me,m_uiPetGUID);
Unit* pPet = Unit::GetUnit(*me, m_uiPetGUID);
if (!pPet)
me->SummonCreature(NPC_SLIVER, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_CORPSE_DESPAWN, 0);
@@ -1155,7 +1155,7 @@ public:
if (Totem_Timer <= diff)
{
DoCast(me, RAND(SPELL_WINDFURY_TOTEM,SPELL_FIRE_NOVA_TOTEM,SPELL_EARTHBIND_TOTEM));
DoCast(me, RAND(SPELL_WINDFURY_TOTEM, SPELL_FIRE_NOVA_TOTEM, SPELL_EARTHBIND_TOTEM));
++Totem_Amount;
Totem_Timer = Totem_Amount*2000;
} else Totem_Timer -= diff;
@@ -203,7 +203,7 @@ public:
void KilledUnit(Unit* /*victim*/)
{
DoScriptText(RAND(SAY_KILL_1,SAY_KILL_2), me);
DoScriptText(RAND(SAY_KILL_1, SAY_KILL_2), me);
}
void MovementInform(uint32 type, uint32 id)
@@ -118,10 +118,10 @@ public:
void JustSummoned(Creature *summoned)
{
if (Unit *temp = SelectTarget(SELECT_TARGET_RANDOM, 0))
summoned->GetMotionMaster()->MoveFollow(temp,0,0);
summoned->GetMotionMaster()->MoveFollow(temp, 0, 0);
//spells are SUMMON_TYPE_GUARDIAN, so using setOwner should be ok
summoned->CastSpell(summoned,SPELL_ENERGY_BOLT,false,0,0,me->GetGUID());
summoned->CastSpell(summoned, SPELL_ENERGY_BOLT, false, 0, 0, me->GetGUID());
}
void UpdateAI(const uint32 diff)