Core: Codestyle cleanup

This commit is contained in:
click
2011-06-11 22:35:29 +02:00
parent 9ef8bd3072
commit 158966dc79
410 changed files with 1790 additions and 1790 deletions
+5 -5
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@@ -39,22 +39,22 @@ void AggressorAI::UpdateAI(const uint32 /*diff*/)
}
// some day we will delete these useless things
int CombatAI::Permissible(const Creature * /*creature*/)
int CombatAI::Permissible(const Creature* /*creature*/)
{
return PERMIT_BASE_NO;
}
int ArcherAI::Permissible(const Creature * /*creature*/)
int ArcherAI::Permissible(const Creature* /*creature*/)
{
return PERMIT_BASE_NO;
}
int TurretAI::Permissible(const Creature * /*creature*/)
int TurretAI::Permissible(const Creature* /*creature*/)
{
return PERMIT_BASE_NO;
}
int VehicleAI::Permissible(const Creature * /*creature*/)
int VehicleAI::Permissible(const Creature* /*creature*/)
{
return PERMIT_BASE_NO;
}
@@ -229,7 +229,7 @@ TurretAI::TurretAI(Creature *c) : CreatureAI(c)
me->m_SightDistance = me->m_CombatDistance;
}
bool TurretAI::CanAIAttack(const Unit * /*who*/) const
bool TurretAI::CanAIAttack(const Unit* /*who*/) const
{
// TODO: use one function to replace it
if (!me->IsWithinCombatRange(me->getVictim(), me->m_CombatDistance)
+2 -2
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@@ -57,9 +57,9 @@ class CasterAI : public CombatAI
public:
explicit CasterAI(Creature *c) : CombatAI(c) { m_attackDist = MELEE_RANGE; }
void InitializeAI();
void AttackStart(Unit * victim) { AttackStartCaster(victim, m_attackDist); }
void AttackStart(Unit* victim) { AttackStartCaster(victim, m_attackDist); }
void UpdateAI(const uint32 diff);
void EnterCombat(Unit * /*who*/);
void EnterCombat(Unit* /*who*/);
private:
float m_attackDist;
};
+1 -1
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@@ -28,7 +28,7 @@
class GameObjectAI
{
protected:
GameObject * const go;
GameObject* const go;
public:
explicit GameObjectAI(GameObject *g) : go(g) {}
virtual ~GameObjectAI() {}
+2 -2
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@@ -46,7 +46,7 @@ void PossessedAI::UpdateAI(const uint32 /*diff*/)
}
}
void PossessedAI::JustDied(Unit * /*u*/)
void PossessedAI::JustDied(Unit* /*u*/)
{
// We died while possessed, disable our loot
me->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
@@ -59,7 +59,7 @@ void PossessedAI::KilledUnit(Unit* victim)
victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
}
void CritterAI::DamageTaken(Unit * /*done_by*/, uint32 &)
void CritterAI::DamageTaken(Unit* /*done_by*/, uint32 &)
{
if (!me->HasUnitState(UNIT_STAT_FLEEING))
me->SetControlled(true, UNIT_STAT_FLEEING);
+2 -2
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@@ -32,12 +32,12 @@ class PetAI : public CreatureAI
explicit PetAI(Creature *c);
void EnterEvadeMode();
void JustDied(Unit * /*who*/) { _stopAttack(); }
void JustDied(Unit* /*who*/) { _stopAttack(); }
void UpdateAI(const uint32);
static int Permissible(const Creature *);
void KilledUnit(Unit * /*victim*/);
void KilledUnit(Unit* /*victim*/);
void AttackStart(Unit *target);
void MovementInform(uint32 moveType, uint32 data);
+1 -1
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@@ -100,7 +100,7 @@ struct DefaultTargetSelector : public std::unary_function<Unit* , bool>
class UnitAI
{
protected:
Unit * const me;
Unit* const me;
public:
explicit UnitAI(Unit* unit) : me(unit) {}
virtual ~UnitAI() {}
@@ -294,7 +294,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
{
//Note: checked only aura for effect 0, if need check aura for effect 1/2 then
// possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
Aura const * aura = me->GetAura(event.buffed.spellId);
Aura const* aura = me->GetAura(event.buffed.spellId);
if (!aura || aura->GetStackAmount() < event.buffed.amount)
return false;
@@ -310,7 +310,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
//Note: checked only aura for effect 0, if need check aura for effect 1/2 then
// possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
Aura const * aura = pActionInvoker->GetAura(event.buffed.spellId);
Aura const* aura = pActionInvoker->GetAura(event.buffed.spellId);
if (!aura || aura->GetStackAmount() < event.buffed.amount)
return false;
@@ -27,9 +27,9 @@ struct SimpleAI : public ScriptedAI
void Reset();
void EnterCombat(Unit * /*who*/);
void EnterCombat(Unit* /*who*/);
void KilledUnit(Unit * /*victim*/);
void KilledUnit(Unit* /*victim*/);
void DamageTaken(Unit *killer, uint32 &damage);
+2 -2
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@@ -124,7 +124,7 @@ class SmartAI : public CreatureAI
void IsSummonedBy(Unit* summoner);
// Called at any Damage to any victim (before damage apply)
void DamageDealt(Unit * done_to, uint32 & damage, DamageEffectType /*damagetype*/);
void DamageDealt(Unit* done_to, uint32 & damage, DamageEffectType /*damagetype*/);
// Called when a summoned creature dissapears (UnSommoned)
void SummonedCreatureDespawn(Creature* unit);
@@ -251,7 +251,7 @@ public:
void SetScript9(SmartScriptHolder &e, uint32 entry, Unit* invoker);
protected:
GameObject * const go;
GameObject* const go;
SmartScript mScript;
};
#endif