Core: Codestyle cleanup
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@@ -144,7 +144,7 @@ void GameObject::RemoveFromWorld()
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// Possible crash at access to deleted GO in Unit::m_gameobj
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if (uint64 owner_guid = GetOwnerGUID())
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{
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if (Unit * owner = GetOwner())
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if (Unit* owner = GetOwner())
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owner->RemoveGameObject(this, false);
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else
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sLog->outError("Delete GameObject (GUID: %u Entry: %u) that have references in not found creature %u GO list. Crash possible later.", GetGUIDLow(), GetGOInfo()->entry, GUID_LOPART(owner_guid));
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@@ -609,7 +609,7 @@ void GameObject::Delete()
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{
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SetLootState(GO_NOT_READY);
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if (GetOwnerGUID())
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if (Unit * owner = GetOwner())
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if (Unit* owner = GetOwner())
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owner->RemoveGameObject(this, false);
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ASSERT (!GetOwnerGUID());
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@@ -817,7 +817,7 @@ bool GameObject::hasInvolvedQuest(uint32 quest_id) const
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bool GameObject::IsTransport() const
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{
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// If something is marked as a transport, don't transmit an out of range packet for it.
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GameObjectTemplate const * gInfo = GetGOInfo();
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GameObjectTemplate const* gInfo = GetGOInfo();
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if (!gInfo) return false;
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return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT;
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}
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@@ -826,7 +826,7 @@ bool GameObject::IsTransport() const
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bool GameObject::IsDynTransport() const
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{
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// If something is marked as a transport, don't transmit an out of range packet for it.
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GameObjectTemplate const * gInfo = GetGOInfo();
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GameObjectTemplate const* gInfo = GetGOInfo();
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if (!gInfo) return false;
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return gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT || (gInfo->type == GAMEOBJECT_TYPE_TRANSPORT && !gInfo->transport.pause);
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}
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@@ -929,7 +929,7 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
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return;
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float range;
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SpellRangeEntry const * srentry = sSpellRangeStore.LookupEntry(trapSpell->rangeIndex);
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SpellRangeEntry const* srentry = sSpellRangeStore.LookupEntry(trapSpell->rangeIndex);
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if (GetSpellMaxRangeForHostile(srentry) == GetSpellMaxRangeForFriend(srentry))
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range = GetSpellMaxRangeForHostile(srentry);
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else
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@@ -1657,7 +1657,7 @@ void GameObject::SendCustomAnim(uint32 anim)
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bool GameObject::IsInRange(float x, float y, float z, float radius) const
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{
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GameObjectDisplayInfoEntry const * info = sGameObjectDisplayInfoStore.LookupEntry(GetUInt32Value(GAMEOBJECT_DISPLAYID));
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GameObjectDisplayInfoEntry const* info = sGameObjectDisplayInfoStore.LookupEntry(GetUInt32Value(GAMEOBJECT_DISPLAYID));
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if (!info)
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return IsWithinDist3d(x, y, z, radius);
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