* Tabs to spaces -- using: perl -p -i -e "s/\t/ /g" *
--HG-- branch : trunk
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+24
-24
@@ -27,18 +27,18 @@ class CreatureGroup;
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struct FormationInfo
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{
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uint32 leaderGUID;
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float follow_dist;
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float follow_angle;
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uint32 leaderGUID;
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float follow_dist;
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float follow_angle;
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uint8 groupAI;
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};
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class CreatureGroupManager
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{
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public:
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public:
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void AddCreatureToGroup(uint32 group_id, Creature *creature);
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void RemoveCreatureFromGroup(CreatureGroup *group, Creature *creature);
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void LoadCreatureFormations();
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void LoadCreatureFormations();
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};
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typedef std::multimap<uint32/*leaderDBGUID*/, CreatureGroup*> CreatureGroupHolderType;
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@@ -50,30 +50,30 @@ extern CreatureGroupInfoType CreatureGroupMap;
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class CreatureGroup
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{
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private:
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Creature *m_leader; //Important do not forget sometimes to work with pointers instead synonims :D:D
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Creature *m_leader; //Important do not forget sometimes to work with pointers instead synonims :D:D
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typedef std::map<Creature*, FormationInfo*> CreatureGroupMemberType;
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CreatureGroupMemberType m_members;
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CreatureGroupMemberType m_members;
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uint32 m_groupID, mInstanceID;
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bool m_Formed;
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public:
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uint32 m_groupID, mInstanceID;
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bool m_Formed;
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public:
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//Group cannot be created empty
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explicit CreatureGroup(uint32 id, uint32 InstanceID) : m_groupID(id), m_leader(NULL), mInstanceID(InstanceID), m_Formed(false) {}
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~CreatureGroup(){sLog.outDebug("Destroying group");}
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Creature* getLeader() const { return m_leader; }
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uint32 GetId() const { return m_groupID; }
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uint32 getInstanceID() const { return mInstanceID; }
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bool isEmpty() const { return m_members.empty(); }
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bool isFormed() const { return m_Formed; }
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explicit CreatureGroup(uint32 id, uint32 InstanceID) : m_groupID(id), m_leader(NULL), mInstanceID(InstanceID), m_Formed(false) {}
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~CreatureGroup(){sLog.outDebug("Destroying group");}
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Creature* getLeader() const { return m_leader; }
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uint32 GetId() const { return m_groupID; }
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uint32 getInstanceID() const { return mInstanceID; }
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bool isEmpty() const { return m_members.empty(); }
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bool isFormed() const { return m_Formed; }
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void AddMember(Creature *member);
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void RemoveMember(Creature *member);
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void FormationReset(bool dismiss);
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void AddMember(Creature *member);
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void RemoveMember(Creature *member);
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void FormationReset(bool dismiss);
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void LeaderMoveTo(float x, float y, float z);
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void MemberAttackStart(Creature* member, Unit *target);
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void LeaderMoveTo(float x, float y, float z);
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void MemberAttackStart(Creature* member, Unit *target);
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};
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#define formation_mgr Trinity::Singleton<CreatureGroupManager>::Instance()
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