Sourcefile sleanups -> tabs to spaces, remove whitespace - also update the cleanupscripts very slightly
--HG-- branch : trunk
This commit is contained in:
@@ -155,7 +155,7 @@ bool BattlegroundSA::ResetObjs()
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GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
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}
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for (uint8 i = BG_SA_PORTAL_DEFFENDER_BLUE; i < BG_SA_BOMB; i++)
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for (uint8 i = BG_SA_PORTAL_DEFFENDER_BLUE; i < BG_SA_BOMB; i++)
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{
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AddObject(i, BG_SA_ObjEntries[i],
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BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
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@@ -260,7 +260,7 @@ void BattlegroundSA::Update(uint32 diff)
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InitSecondRound = false;
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SendMessageToAll(LANG_BG_SA_ROUND_TWO_ONE_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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}
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}else
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}else
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{
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UpdateWaitTimer -= diff;
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return;
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@@ -277,7 +277,7 @@ void BattlegroundSA::Update(uint32 diff)
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TotalTime = 0;
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ToggleTimer();
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DemolisherStartState(false);
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status = BG_SA_ROUND_ONE;
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status = BG_SA_ROUND_ONE;
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}
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if (TotalTime >= BG_SA_BOAT_START)
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StartShips();
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@@ -287,7 +287,7 @@ void BattlegroundSA::Update(uint32 diff)
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{
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if (RoundScores[0].time<BG_SA_ROUNDLENGTH)
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BG_SA_ENDROUNDTIME = RoundScores[0].time;
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else
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else
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BG_SA_ENDROUNDTIME = BG_SA_ROUNDLENGTH;
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if (TotalTime >= 60000)
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@@ -319,7 +319,7 @@ void BattlegroundSA::Update(uint32 diff)
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RoundScores[0].time = BG_SA_ROUNDLENGTH;
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TotalTime = 0;
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status = BG_SA_SECOND_WARMUP;
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attackers = (attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
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attackers = (attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
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UpdateWaitTimer = 5000;
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SignaledRoundTwo = false;
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SignaledRoundTwoHalfMin = false;
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@@ -511,7 +511,7 @@ void BattlegroundSA::EventPlayerDamagedGO(Player* plr, GameObject* go, uint8 hit
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GateStatus[i] = BG_SA_GATE_DAMAGED;
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uint32 uws = GetWorldStateFromGateID(i);
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if (uws)
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UpdateWorldState(uws, GateStatus[i]);
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UpdateWorldState(uws, GateStatus[i]);
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break;
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}
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case BG_OBJECT_DMG_HIT_TYPE_HIGH_DAMAGED:
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@@ -586,7 +586,7 @@ void BattlegroundSA::DestroyGate(Player* pl, GameObject* /*go*/, uint32 destroye
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GateStatus[i] = BG_SA_GATE_DESTROYED;
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uint32 uws = GetWorldStateFromGateID(i);
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if (uws)
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UpdateWorldState(uws, GateStatus[i]);
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UpdateWorldState(uws, GateStatus[i]);
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bool rewardHonor = true;
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switch(i)
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{
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