Sourcefile sleanups -> tabs to spaces, remove whitespace - also update the cleanupscripts very slightly
--HG-- branch : trunk
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@@ -53,7 +53,7 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
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float wanderY = y + wander_distance*rand_norm() - wander_distance/2;
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Trinity::NormalizeMapCoord(wanderX);
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Trinity::NormalizeMapCoord(wanderY);
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float new_z = map->GetHeight(wanderX, wanderY, z, true);
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if (new_z > INVALID_HEIGHT && unit.IsWithinLOS(wanderX, wanderY, new_z))
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{
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@@ -68,7 +68,7 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
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i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
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continue;
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}
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// Taken from FleeingMovementGenerator
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if (!(new_z - z) || wander_distance / fabs(new_z - z) > 1.0f)
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{
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@@ -292,7 +292,7 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
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}
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// check if it's time to preload the flightmaster grid at path end
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if (i_currentNode == m_preloadTargetNode)
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PreloadEndGrid();
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@@ -54,7 +54,7 @@ class PathMovementBase
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void LoadPath(T &);
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void ReloadPath(T &);
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uint32 GetCurrentNode() const { return i_currentNode; }
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bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
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bool GetPosition(float& x, float& y, float& z) const { i_destinationHolder.GetLocationNowNoMicroMovement(x,y,z); return true; }
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