Code style (game + scripts only):
"( " --> "("
" )" --> ")"
--HG--
branch : trunk
This commit is contained in:
+65
-65
@@ -121,7 +121,7 @@ typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
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class Object
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{
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public:
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virtual ~Object ( );
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virtual ~Object ();
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const bool IsInWorld() const { return m_inWorld; }
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virtual void AddToWorld()
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@@ -158,83 +158,83 @@ class Object
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TypeID GetTypeId() const { return m_objectTypeId; }
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bool isType(uint16 mask) const { return (mask & m_objectType); }
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virtual void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
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virtual void BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const;
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void SendUpdateToPlayer(Player* player);
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void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
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void BuildOutOfRangeUpdateBlock( UpdateData *data ) const;
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void BuildMovementUpdateBlock( UpdateData * data, uint32 flags = 0 ) const;
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void BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const;
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void BuildOutOfRangeUpdateBlock(UpdateData *data) const;
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void BuildMovementUpdateBlock(UpdateData * data, uint32 flags = 0) const;
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virtual void DestroyForPlayer( Player *target, bool anim = false ) const;
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virtual void DestroyForPlayer(Player *target, bool anim = false) const;
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const int32& GetInt32Value( uint16 index ) const
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const int32& GetInt32Value(uint16 index) const
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return m_int32Values[ index ];
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}
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const uint32& GetUInt32Value( uint16 index ) const
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const uint32& GetUInt32Value(uint16 index) const
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return m_uint32Values[ index ];
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}
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const uint64& GetUInt64Value( uint16 index ) const
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const uint64& GetUInt64Value(uint16 index) const
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{
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ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , false) );
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ASSERT(index + 1 < m_valuesCount || PrintIndexError(index , false));
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return *((uint64*)&(m_uint32Values[ index ]));
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}
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const float& GetFloatValue( uint16 index ) const
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const float& GetFloatValue(uint16 index) const
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return m_floatValues[ index ];
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}
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uint8 GetByteValue( uint16 index, uint8 offset) const
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uint8 GetByteValue(uint16 index, uint8 offset) const
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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ASSERT( offset < 4 );
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ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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ASSERT(offset < 4);
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return *(((uint8*)&m_uint32Values[ index ])+offset);
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}
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uint16 GetUInt16Value( uint16 index, uint8 offset) const
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uint16 GetUInt16Value(uint16 index, uint8 offset) const
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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ASSERT( offset < 2 );
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ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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ASSERT(offset < 2);
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return *(((uint16*)&m_uint32Values[ index ])+offset);
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}
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void SetInt32Value( uint16 index, int32 value );
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void SetUInt32Value( uint16 index, uint32 value );
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void UpdateUInt32Value( uint16 index, uint32 value );
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void SetUInt64Value( uint16 index, const uint64 &value );
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void SetFloatValue( uint16 index, float value );
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void SetByteValue( uint16 index, uint8 offset, uint8 value );
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void SetUInt16Value( uint16 index, uint8 offset, uint16 value );
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void SetInt16Value( uint16 index, uint8 offset, int16 value ) { SetUInt16Value(index,offset,(uint16)value); }
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void SetStatFloatValue( uint16 index, float value);
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void SetStatInt32Value( uint16 index, int32 value);
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void SetInt32Value(uint16 index, int32 value);
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void SetUInt32Value(uint16 index, uint32 value);
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void UpdateUInt32Value(uint16 index, uint32 value);
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void SetUInt64Value(uint16 index, const uint64 &value);
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void SetFloatValue(uint16 index, float value);
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void SetByteValue(uint16 index, uint8 offset, uint8 value);
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void SetUInt16Value(uint16 index, uint8 offset, uint16 value);
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void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index,offset,(uint16)value); }
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void SetStatFloatValue(uint16 index, float value);
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void SetStatInt32Value(uint16 index, int32 value);
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bool AddUInt64Value( uint16 index, const uint64 &value );
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bool RemoveUInt64Value( uint16 index, const uint64 &value );
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bool AddUInt64Value(uint16 index, const uint64 &value);
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bool RemoveUInt64Value(uint16 index, const uint64 &value);
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void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
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void ApplyModInt32Value(uint16 index, int32 val, bool apply);
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void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
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void ApplyModPositiveFloatValue( uint16 index, float val, bool apply);
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void ApplyModSignedFloatValue( uint16 index, float val, bool apply);
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void ApplyModPositiveFloatValue(uint16 index, float val, bool apply);
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void ApplyModSignedFloatValue(uint16 index, float val, bool apply);
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void ApplyPercentModFloatValue(uint16 index, float val, bool apply)
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{
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val = val != -100.0f ? val : -99.9f ;
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SetFloatValue(index, GetFloatValue(index) * (apply?(100.0f+val)/100.0f : 100.0f / (100.0f+val)) );
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SetFloatValue(index, GetFloatValue(index) * (apply?(100.0f+val)/100.0f : 100.0f / (100.0f+val)));
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}
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void SetFlag( uint16 index, uint32 newFlag );
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void RemoveFlag( uint16 index, uint32 oldFlag );
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void SetFlag(uint16 index, uint32 newFlag);
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void RemoveFlag(uint16 index, uint32 oldFlag);
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void ToggleFlag( uint16 index, uint32 flag)
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void ToggleFlag(uint16 index, uint32 flag)
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{
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if (HasFlag(index, flag))
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RemoveFlag(index, flag);
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@@ -242,16 +242,16 @@ class Object
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SetFlag(index, flag);
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}
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bool HasFlag( uint16 index, uint32 flag ) const
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bool HasFlag(uint16 index, uint32 flag) const
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{
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if ( index >= m_valuesCount && !PrintIndexError( index , false ) ) return false;
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if (index >= m_valuesCount && !PrintIndexError(index , false)) return false;
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return (m_uint32Values[ index ] & flag) != 0;
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}
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void SetByteFlag( uint16 index, uint8 offset, uint8 newFlag );
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void RemoveByteFlag( uint16 index, uint8 offset, uint8 newFlag );
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void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag);
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void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag);
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void ToggleFlag( uint16 index, uint8 offset, uint8 flag )
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void ToggleFlag(uint16 index, uint8 offset, uint8 flag)
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{
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if (HasByteFlag(index, offset, flag))
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RemoveByteFlag(index, offset, flag);
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@@ -259,33 +259,33 @@ class Object
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SetByteFlag(index, offset, flag);
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}
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bool HasByteFlag( uint16 index, uint8 offset, uint8 flag ) const
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bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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ASSERT( offset < 4 );
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ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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ASSERT(offset < 4);
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return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
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}
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void ApplyModFlag( uint16 index, uint32 flag, bool apply)
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void ApplyModFlag(uint16 index, uint32 flag, bool apply)
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{
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if (apply) SetFlag(index,flag); else RemoveFlag(index,flag);
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}
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void SetFlag64( uint16 index, uint64 newFlag )
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void SetFlag64(uint16 index, uint64 newFlag)
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{
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uint64 oldval = GetUInt64Value(index);
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uint64 newval = oldval | newFlag;
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SetUInt64Value(index,newval);
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}
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void RemoveFlag64( uint16 index, uint64 oldFlag )
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void RemoveFlag64(uint16 index, uint64 oldFlag)
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{
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uint64 oldval = GetUInt64Value(index);
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uint64 newval = oldval & ~oldFlag;
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SetUInt64Value(index,newval);
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}
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void ToggleFlag64( uint16 index, uint64 flag)
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void ToggleFlag64(uint16 index, uint64 flag)
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{
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if (HasFlag64(index, flag))
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RemoveFlag64(index, flag);
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@@ -293,13 +293,13 @@ class Object
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SetFlag64(index, flag);
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}
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bool HasFlag64( uint16 index, uint64 flag ) const
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bool HasFlag64(uint16 index, uint64 flag) const
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{
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ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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return (GetUInt64Value( index ) & flag) != 0;
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ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return (GetUInt64Value(index) & flag) != 0;
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}
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void ApplyModFlag64( uint16 index, uint64 flag, bool apply)
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void ApplyModFlag64(uint16 index, uint64 flag, bool apply)
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{
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if (apply) SetFlag64(index,flag); else RemoveFlag64(index,flag);
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}
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@@ -312,7 +312,7 @@ class Object
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virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
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virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
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virtual void BuildUpdate(UpdateDataMapType& ) {}
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virtual void BuildUpdate(UpdateDataMapType&) {}
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void BuildFieldsUpdate(Player *, UpdateDataMapType &) const;
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// FG: some hacky helpers
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@@ -325,7 +325,7 @@ class Object
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protected:
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Object ( );
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Object ();
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void _InitValues();
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void _Create (uint32 guidlow, uint32 entry, HighGuid guidhigh);
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@@ -334,7 +334,7 @@ class Object
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virtual void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
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void _BuildMovementUpdate(ByteBuffer * data, uint16 flags) const;
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void _BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const;
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void _BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target) const;
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uint16 m_objectType;
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@@ -470,12 +470,12 @@ class WorldObject : public Object, public WorldLocation
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public:
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virtual ~WorldObject();
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virtual void Update ( uint32 /*time_diff*/ ) { }
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virtual void Update (uint32 /*time_diff*/) { }
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void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
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void _Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
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void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
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void GetNearPoint( WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d,float absAngle) const;
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void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
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void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d,float absAngle) const;
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void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
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{
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// angle calculated from current orientation
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@@ -493,15 +493,15 @@ class WorldObject : public Object, public WorldLocation
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MovePosition(pos, radius * rand_norm(), rand_norm() * 2 * M_PI);
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}
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void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
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void GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
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{
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// angle to face `obj` to `this` using distance includes size of `obj`
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GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj ));
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GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle(obj));
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}
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float GetObjectSize() const
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{
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return ( m_valuesCount > UNIT_FIELD_COMBATREACH ) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE;
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return (m_valuesCount > UNIT_FIELD_COMBATREACH) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE;
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}
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void UpdateGroundPositionZ(float x, float y, float &z) const;
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@@ -662,7 +662,7 @@ class WorldObject : public Object, public WorldLocation
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void DestroyForNearbyPlayers();
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virtual void UpdateObjectVisibility(bool forced = true);
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void BuildUpdate(UpdateDataMapType& );
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void BuildUpdate(UpdateDataMapType&);
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//relocation and visibility system functions
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void AddToNotify(uint16 f) { m_notifyflags |= f;}
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