*Convert some tabs to 4 spaces.

--HG--
branch : trunk
This commit is contained in:
maximius
2009-11-17 20:26:35 -08:00
parent 6659defa6d
commit 27d3bf466c
4 changed files with 45 additions and 52 deletions
+7 -8
View File
@@ -5314,14 +5314,13 @@ uint32 ObjectMgr::GetTaxiMountDisplayId( uint32 id, uint32 team, bool allowed_al
else
mount_entry = node->MountCreatureID[0];
// Fix for Alliance not being able to use Acherus taxi
// only one mount type for both sides
if (mount_entry == 0 && allowed_alt_team)
{
// Simply reverse the selection. At least one team in theory should
// have a valid mount ID to choose
mount_entry = (team == ALLIANCE) ? node->MountCreatureID[0] : node->MountCreatureID[1];
}
// Fix for Alliance not being able to use Acherus taxi
// only one mount type for both sides
if (mount_entry == 0 && allowed_alt_team)
{
// Simply reverse the selection. At least one team in theory should have a valid mount ID to choose.
mount_entry = team == ALLIANCE ? node->MountCreatureID[0] : node->MountCreatureID[1];
}
CreatureInfo const *mount_info = GetCreatureTemplate(mount_entry);
if (mount_info)
+2 -2
View File
@@ -346,9 +346,9 @@ bool Pet::LoadPetFromDB( Player* owner, uint32 petentry, uint32 petnumber, bool
}
}
//set last used pet number (for use in BG's)
//set last used pet number (for use in BG's)
if(owner->GetTypeId() == TYPEID_PLAYER && isControlled() && !isTemporarySummoned() && (getPetType() == SUMMON_PET || getPetType() == HUNTER_PET))
((Player*)owner)->SetLastPetNumber(pet_number);
((Player*)owner)->SetLastPetNumber(pet_number);
m_loading = false;
+28 -34
View File
@@ -21,7 +21,7 @@
//Extended headers
#include "ObjectMgr.h"
#include "World.h"
#include "MapManager.h" // for flightmaster grid preloading
#include "MapManager.h" // for flightmaster grid preloading
//Creature-specific headers
#include "Creature.h"
#include "CreatureAI.h"
@@ -256,17 +256,16 @@ void FlightPathMovementGenerator::Initialize(Player &player)
player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd());
// Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
// be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
// Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
// be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the
// same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath()
m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node
m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node
m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node
uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the
// same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath()
m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node
m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node
m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node
}
void FlightPathMovementGenerator::Finalize(Player & player)
@@ -280,31 +279,29 @@ void FlightPathMovementGenerator::Finalize(Player & player)
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
if( MovementInProgress() )
if(MovementInProgress())
{
Traveller<Player> traveller(player);
if( i_destinationHolder.UpdateTraveller(traveller, diff) )
if(i_destinationHolder.UpdateTraveller(traveller, diff))
{
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
if( i_destinationHolder.HasArrived() )
if(i_destinationHolder.HasArrived())
{
uint32 curMap = i_mapIds[i_currentNode];
++i_currentNode;
if( MovementInProgress() )
if(MovementInProgress())
{
DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
if(i_mapIds[i_currentNode]==curMap)
if(i_mapIds[i_currentNode] == curMap)
{
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
}
// check if it's time to preload the flightmaster grid
// at path end
if (i_currentNode == m_preloadTargetNode)
{
PreloadEndGrid();
}
// check if it's time to preload the flightmaster grid at path end
if (i_currentNode == m_preloadTargetNode)
PreloadEndGrid();
return true;
}
//else HasArrived()
@@ -338,20 +335,17 @@ void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
void FlightPathMovementGenerator::PreloadEndGrid()
{
// used to preload the final grid where the flightmaster is
Map *endMap = MapManager::Instance().FindMap(m_endMapId);
// Load the grid
if (endMap)
{
sLog.outDetail("Preloading flightmaster at grid (%f, %f) for map %u", m_endGridX, m_endGridY, m_endMapId);
endMap->LoadGrid(m_endGridX, m_endGridY);
}
else
{
sLog.outDetail("Unable to determine map to preload flightmaster grid");
}
// used to preload the final grid where the flightmaster is
Map *endMap = MapManager::Instance().FindMap(m_endMapId);
// Load the grid
if (endMap)
{
sLog.outDetail("Preloading flightmaster at grid (%f, %f) for map %u", m_endGridX, m_endGridY, m_endMapId);
endMap->LoadGrid(m_endGridX, m_endGridY);
}
else
sLog.outDetail("Unable to determine map to preload flightmaster grid");
}
//
+8 -8
View File
@@ -114,14 +114,14 @@ public PathMovementBase<Player>
void SkipCurrentNode() { ++i_currentNode; }
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
private:
// storage for preloading the flightmaster grid at end
// before reaching final waypoint
uint32 m_endMapId;
uint32 m_preloadTargetNode;
float m_endGridX;
float m_endGridY;
void PreloadEndGrid();
private:
// storage for preloading the flightmaster grid at end
// before reaching final waypoint
uint32 m_endMapId;
uint32 m_preloadTargetNode;
float m_endGridX;
float m_endGridY;
void PreloadEndGrid();
};
#endif