Core: Codestyle cleanup

This commit is contained in:
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2011-06-11 22:35:29 +02:00
parent 9ef8bd3072
commit 158966dc79
410 changed files with 1790 additions and 1790 deletions
+18 -18
View File
@@ -310,7 +310,7 @@ struct RuneInfo
uint8 BaseRune;
uint8 CurrentRune;
uint32 Cooldown;
AuraEffect const * ConvertAura;
AuraEffect const* ConvertAura;
};
struct Runes
@@ -331,10 +331,10 @@ struct Runes
struct EnchantDuration
{
EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
EnchantDuration(Item * _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot),
EnchantDuration(Item* _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot),
leftduration(_leftduration){ ASSERT(item); };
Item * item;
Item* item;
EnchantmentSlot slot;
uint32 leftduration;
};
@@ -1250,7 +1250,7 @@ class Player : public Unit, public GridObject<Player>
void AddRefundReference(uint32 it);
void DeleteRefundReference(uint32 it);
void ApplyEquipCooldown(Item * pItem);
void ApplyEquipCooldown(Item* pItem);
void SetAmmo(uint32 item);
void RemoveAmmo();
float GetAmmoDPS() const { return m_ammoDPS; }
@@ -1268,7 +1268,7 @@ class Player : public Unit, public GridObject<Player>
// in trade, auction, guild bank, mail....
void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
// in trade, guild bank, mail....
void RemoveItemDependentAurasAndCasts(Item * pItem);
void RemoveItemDependentAurasAndCasts(Item* pItem);
void DestroyItem(uint8 bag, uint8 slot, bool update);
void DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check = false);
void DestroyItemCount(Item* item, uint32& count, bool update);
@@ -1536,7 +1536,7 @@ class Player : public Unit, public GridObject<Player>
uint8 GetComboPoints() { return m_comboPoints; }
const uint64& GetComboTarget() const { return m_comboTarget; }
void AddComboPoints(Unit* target, int8 count, Spell * spell = NULL);
void AddComboPoints(Unit* target, int8 count, Spell* spell = NULL);
void GainSpellComboPoints(int8 count);
void ClearComboPoints();
void SendComboPoints();
@@ -1655,11 +1655,11 @@ class Player : public Unit, public GridObject<Player>
SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; }
void AddSpellMod(SpellModifier* mod, bool apply);
bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell = NULL);
template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell * spell = NULL);
void RemoveSpellMods(Spell * spell);
bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell* spell = NULL);
template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL);
void RemoveSpellMods(Spell* spell);
void RestoreSpellMods(Spell *spell, uint32 ownerAuraId=0);
void DropModCharge(SpellModifier * mod, Spell * spell);
void DropModCharge(SpellModifier* mod, Spell* spell);
void SetSpellModTakingSpell(Spell* spell, bool apply);
static uint32 const infinityCooldownDelay = MONTH; // used for set "infinity cooldowns" for spells and check
@@ -2042,8 +2042,8 @@ class Player : public Unit, public GridObject<Player>
void ResetAllPowers();
void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply);
void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
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 _RemoveAllItemMods();
@@ -2062,7 +2062,7 @@ class Player : public Unit, public GridObject<Player>
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 CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const * proto);
void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const* proto);
void SendEquipmentSetList();
void SetEquipmentSet(uint32 index, EquipmentSet eqset);
@@ -2407,9 +2407,9 @@ class Player : public Unit, public GridObject<Player>
void SetBaseRune(uint8 index, RuneType baseRune) { m_runes->runes[index].BaseRune = baseRune; }
void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes->runes[index].CurrentRune = currentRune; }
void SetRuneCooldown(uint8 index, uint32 cooldown) { m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0) ? true : false); }
void SetRuneConvertAura(uint8 index, AuraEffect const * aura) { m_runes->runes[index].ConvertAura = aura; }
void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const * aura) { SetRuneConvertAura(index, aura); ConvertRune(index, newType); }
void RemoveRunesByAuraEffect(AuraEffect const * aura);
void SetRuneConvertAura(uint8 index, AuraEffect const* aura) { m_runes->runes[index].ConvertAura = aura; }
void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const* aura) { SetRuneConvertAura(index, aura); ConvertRune(index, newType); }
void RemoveRunesByAuraEffect(AuraEffect const* aura);
void RestoreBaseRune(uint8 index);
void ConvertRune(uint8 index, RuneType newType);
void ResyncRunes(uint8 count);
@@ -2430,7 +2430,7 @@ class Player : public Unit, public GridObject<Player>
uint32 GetChampioningFaction() const { return m_ChampioningFaction; }
void SetChampioningFaction(uint32 faction) { m_ChampioningFaction = faction; }
Spell * m_spellModTakingSpell;
Spell* m_spellModTakingSpell;
float GetAverageItemLevel();
bool isDebugAreaTriggers;
@@ -2597,7 +2597,7 @@ class Player : public Unit, public GridObject<Player>
SpellModList m_spellMods[MAX_SPELLMOD];
//uint32 m_pad;
// Spell * m_spellModTakingSpell; // Spell for which charges are dropped in spell::finish
// Spell* m_spellModTakingSpell; // Spell for which charges are dropped in spell::finish
EnchantDurationList m_enchantDuration;
ItemDurationList m_itemDuration;