Code style (game + scripts only):

"( " --> "("
" )" --> ")"

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-07 22:59:46 +02:00
parent d19e127080
commit 49d05ba9aa
176 changed files with 4789 additions and 4789 deletions
+13 -13
View File
@@ -27,7 +27,7 @@
int GuardAI::Permissible(const Creature *creature)
{
if ( creature->isGuard())
if (creature->isGuard())
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
@@ -40,11 +40,11 @@ GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NO
void GuardAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
if ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
if (!m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
return;
if ( !m_creature->getVictim() && m_creature->canAttack(u) &&
( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
if (!m_creature->getVictim() && m_creature->canAttack(u) &&
(u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/) &&
u->isInAccessiblePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
@@ -59,7 +59,7 @@ void GuardAI::MoveInLineOfSight(Unit *u)
void GuardAI::EnterEvadeMode()
{
if ( !m_creature->isAlive() )
if (!m_creature->isAlive())
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
@@ -72,21 +72,21 @@ void GuardAI::EnterEvadeMode()
return;
}
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid);
if ( !victim )
if (!victim)
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if ( !victim ->isAlive() )
else if (!victim ->isAlive())
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if ( victim ->HasStealthAura() )
else if (victim ->HasStealthAura())
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if ( victim ->isInFlight() )
else if (victim ->isInFlight())
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
}
@@ -102,7 +102,7 @@ void GuardAI::EnterEvadeMode()
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if ( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
}
@@ -114,9 +114,9 @@ void GuardAI::UpdateAI(const uint32 /*diff*/)
i_victimGuid = m_creature->getVictim()->GetGUID();
if ( m_creature->isAttackReady() )
if (m_creature->isAttackReady())
{
if ( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();