Code style (game + scripts only):
"( " --> "("
" )" --> ")"
--HG--
branch : trunk
This commit is contained in:
+13
-13
@@ -27,7 +27,7 @@
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int GuardAI::Permissible(const Creature *creature)
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{
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if ( creature->isGuard())
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if (creature->isGuard())
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return PERMIT_BASE_SPECIAL;
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return PERMIT_BASE_NO;
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@@ -40,11 +40,11 @@ GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NO
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void GuardAI::MoveInLineOfSight(Unit *u)
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{
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// Ignore Z for flying creatures
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if ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
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if (!m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
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return;
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if ( !m_creature->getVictim() && m_creature->canAttack(u) &&
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( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
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if (!m_creature->getVictim() && m_creature->canAttack(u) &&
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(u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/) &&
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u->isInAccessiblePlaceFor(m_creature))
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{
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float attackRadius = m_creature->GetAttackDistance(u);
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@@ -59,7 +59,7 @@ void GuardAI::MoveInLineOfSight(Unit *u)
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void GuardAI::EnterEvadeMode()
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{
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if ( !m_creature->isAlive() )
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if (!m_creature->isAlive())
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{
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DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
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m_creature->GetMotionMaster()->MoveIdle();
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@@ -72,21 +72,21 @@ void GuardAI::EnterEvadeMode()
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return;
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}
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Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
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Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid);
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if ( !victim )
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if (!victim)
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{
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DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
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}
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else if ( !victim ->isAlive() )
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else if (!victim ->isAlive())
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{
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DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
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}
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else if ( victim ->HasStealthAura() )
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else if (victim ->HasStealthAura())
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{
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DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
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}
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else if ( victim ->isInFlight() )
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else if (victim ->isInFlight())
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{
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DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
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}
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@@ -102,7 +102,7 @@ void GuardAI::EnterEvadeMode()
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i_state = STATE_NORMAL;
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// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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if ( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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@@ -114,9 +114,9 @@ void GuardAI::UpdateAI(const uint32 /*diff*/)
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i_victimGuid = m_creature->getVictim()->GetGUID();
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if ( m_creature->isAttackReady() )
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if (m_creature->isAttackReady())
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{
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if ( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
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if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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