Sourcefile sleanups -> tabs to spaces, remove whitespace - also update the cleanupscripts very slightly
--HG-- branch : trunk
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@@ -479,7 +479,7 @@ class CreatureScript : public ScriptObject, public UpdatableScript<Creature>
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public:
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bool IsDatabaseBound() const { return true; }
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// Called when a dummy spell effect is triggered on the creature.
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virtual bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Creature* target) { return false; }
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@@ -524,25 +524,25 @@ class GameObjectScript : public ScriptObject, public UpdatableScript<GameObject>
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public:
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bool IsDatabaseBound() const { return true; }
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// Called when a dummy spell effect is triggered on the gameobject.
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virtual bool OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, GameObject* target) { return false; }
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// Called when a player opens a gossip dialog with the gameobject.
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virtual bool OnGossipHello(Player* player, GameObject* go) { return false; }
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// Called when a player selects a gossip item in the gameobject's gossip menu.
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virtual bool OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action) { return false; }
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// Called when a player selects a gossip with a code in the gameobject's gossip menu.
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virtual bool OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code) { return false; }
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// Called when a player accepts a quest from the gameobject.
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virtual bool OnQuestAccept(Player* player, GameObject* go, Quest const* quest) { return false; }
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// Called when a player selects a quest reward.
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virtual bool OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt) { return false; }
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// Called when the dialog status between a player and the gameobject is requested.
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virtual uint32 GetDialogStatus(Player* player, GameObject* go) { return 0; }
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@@ -953,26 +953,26 @@ class ScriptMgr
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{
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// Counter used for code-only scripts.
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static uint32 _scriptIdCounter;
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public:
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typedef std::map<uint32, TScript*> ScriptMap;
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typedef typename ScriptMap::iterator ScriptMapIterator;
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// The actual list of scripts. This will be accessed concurrently, so it must not be modified
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// after server startup.
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static ScriptMap ScriptPointerList;
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// Gets a script by its ID (assigned by ObjectMgr).
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static TScript* GetScriptById(uint32 id)
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{
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ScriptMapIterator it = ScriptPointerList.find(id);
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if (it != ScriptPointerList.end())
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return it->second;
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return NULL;
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}
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// Attempts to add a new script to the list.
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static void AddScript(TScript* const script);
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};
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