Core: Clean up whitespace and tabs in the base sourcetree

This commit is contained in:
click
2012-02-18 16:52:08 +01:00
parent da5027ef3a
commit 5411e1ce52
63 changed files with 143 additions and 143 deletions
+5 -5
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@@ -450,7 +450,7 @@ void SmartAI::EnterEvadeMode()
return;
RemoveAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->LoadCreaturesAddon();
@@ -480,15 +480,15 @@ void SmartAI::MoveInLineOfSight(Unit* who)
{
if (!who)
return;
GetScript()->OnMoveInLineOfSight(who);
if (me->HasReactState(REACT_PASSIVE) || AssistPlayerInCombat(who))
return;
if (!CanAIAttack(who))
return;
if (!me->canStartAttack(who, false))
return;
@@ -827,7 +827,7 @@ void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
GetScript()->mLastInvoker = invoker->GetGUID();
GetScript()->SetScript9(e, entry);
}
void SmartAI::sOnGameEvent(bool start, uint16 eventId)
{
GetScript()->ProcessEventsFor(start ? SMART_EVENT_GAME_EVENT_START : SMART_EVENT_GAME_EVENT_END, NULL, eventId);
+1 -1
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@@ -195,7 +195,7 @@ class SmartAI : public CreatureAI
mDespawnState = t ? 1 : 0;
}
void StartDespawn() { mDespawnState = 2; }
void RemoveAuras();
private:
@@ -88,7 +88,7 @@ void SmartScript::ProcessEventsFor(SMART_EVENT e, Unit* unit, uint32 var0, uint3
ConditionList conds = sConditionMgr->GetConditionsForSmartEvent((*i).entryOrGuid, (*i).event_id, (*i).source_type);
ConditionSourceInfo info = ConditionSourceInfo(unit, GetBaseObject());
meets = sConditionMgr->IsObjectMeetToConditions(info, conds);
if (meets)
ProcessEvent(*i, unit, var0, var1, bvar, spell, gob);
}
@@ -260,7 +260,7 @@ bool SmartAIMgr::IsTargetValid(SmartScriptHolder const& e)
}
case SMART_TARGET_GAMEOBJECT_GUID:
{
if (e.target.goGUID.entry && !IsGameObjectValid(e, e.target.goGUID.entry))
if (e.target.goGUID.entry && !IsGameObjectValid(e, e.target.goGUID.entry))
return false;
break;
}
@@ -154,7 +154,7 @@ enum SMART_EVENT
SMART_EVENT_IS_BEHIND_TARGET = 67, //1 // cooldownMin, CooldownMax
SMART_EVENT_GAME_EVENT_START = 68, //1 // game_event.Entry
SMART_EVENT_GAME_EVENT_END = 69, //1 // game_event.Entry
SMART_EVENT_GO_STATE_CHANGED = 70, // go state
SMART_EVENT_GO_STATE_CHANGED = 70, // go state
SMART_EVENT_END = 71,
};
@@ -341,16 +341,16 @@ struct SmartEvent
uint32 cooldownMax;
} behindTarget;
struct
struct
{
uint32 gameEventId;
} gameEvent;
struct
{
uint32 state;
} goStateChanged;
struct
{
uint32 param1;
@@ -872,7 +872,7 @@ struct SmartAction
{
uint32 goRespawnTime;
} RespawnTarget;
struct
{
uint32 gossipMenuId;
@@ -883,12 +883,12 @@ struct SmartAction
{
uint32 state;
} setGoLootState;
struct
{
uint32 id;
} sendTargetToTarget;
struct
{
uint32 param1;
@@ -102,7 +102,7 @@ void BattlegroundRV::StartingEventOpenDoors()
setState(BG_RV_STATE_OPEN_FENCES);
setTimer(BG_RV_FIRST_TIMER);
TogglePillarCollision(true);
}
@@ -239,11 +239,11 @@ void BattlegroundRV::TogglePillarCollision(bool apply)
if (gob->GetGOInfo()->door.startOpen)
_state = GO_STATE_ACTIVE;
gob->SetGoState(apply ? (GOState)_state : (GOState)(!_state));
if (gob->GetGOInfo()->door.startOpen)
gob->EnableCollision(!apply); // Forced collision toggle
}
for (BattlegroundPlayerMap::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER)))
gob->SendUpdateToPlayer(player);
@@ -257,7 +257,7 @@ bool ChatHandler::HandleGMTicketUnAssignCommand(const char* args)
ticket->SaveToDB(trans);
sTicketMgr->UpdateLastChange();
std::string msg = ticket->FormatMessageString(*this, NULL, ticket->GetAssignedToName().c_str(),
std::string msg = ticket->FormatMessageString(*this, NULL, ticket->GetAssignedToName().c_str(),
m_session ? m_session->GetPlayer()->GetName() : "Console", NULL);
SendGlobalGMSysMessage(msg.c_str());
return true;
+4 -4
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@@ -193,7 +193,7 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo)
case CONDITION_OBJECT_ENTRY:
{
if (object->GetTypeId() == ConditionValue1)
condMeets = (!ConditionValue2) || (object->GetEntry() == ConditionValue2);
condMeets = (!ConditionValue2) || (object->GetEntry() == ConditionValue2);
break;
}
case CONDITION_TYPE_MASK:
@@ -302,8 +302,8 @@ uint32 Condition::GetMaxAvailableConditionTargets()
case CONDITION_SOURCE_TYPE_GOSSIP_MENU:
case CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION:
return 2;
case CONDITION_SOURCE_TYPE_SMART_EVENT:
return 2;
case CONDITION_SOURCE_TYPE_SMART_EVENT:
return 2;
default:
return 1;
}
@@ -1437,7 +1437,7 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
return false;
}
if (cond->ConditionValue3)
sLog->outErrorDb("ObjectEntry condition has useless data in value3 (%u)!", cond->ConditionValue3);
sLog->outErrorDb("ObjectEntry condition has useless data in value3 (%u)!", cond->ConditionValue3);
break;
}
case CONDITION_TYPE_MASK:
+7 -7
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@@ -83,12 +83,12 @@ void LFGMgr::_LoadFromDB(Field* fields, uint64 guid)
uint32 dungeon = fields[16].GetUInt32();
uint8 state = fields[17].GetUInt8();
if (!dungeon || !state)
return;
SetDungeon(guid, dungeon);
switch (state)
{
case LFG_STATE_DUNGEON:
@@ -104,19 +104,19 @@ void LFGMgr::_SaveToDB(uint64 guid, uint32 db_guid)
{
if (!IS_GROUP(guid))
return;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA);
stmt->setUInt32(0, db_guid);
CharacterDatabase.Execute(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_LFG_DATA);
stmt->setUInt32(0, db_guid);
stmt->setUInt32(1, GetDungeon(guid));
stmt->setUInt32(2, GetState(guid));
CharacterDatabase.Execute(stmt);
}
@@ -999,7 +999,7 @@ bool LFGMgr::CheckCompatibility(LfgGuidList check, LfgProposal*& pProposal)
LfgQueueInfo* queue = itQueue->second;
if (!queue)
continue;
for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
{
if (*itPlayers == ObjectAccessor::FindPlayer(itPlayer->first))
@@ -710,7 +710,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
void SetPhaseMask(uint32 newPhaseMask, bool update);
void EnableCollision(bool enable);
@@ -795,7 +795,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
std::string GetAIName() const;
void SetDisplayId(uint32 displayid);
GameObjectModel * m_model;
protected:
bool AIM_Initialize();
+1 -1
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@@ -14828,7 +14828,7 @@ void Player::AddQuest(Quest const* quest, Object* questGiver)
uint16 log_slot = FindQuestSlot(0);
if (log_slot >= MAX_QUEST_LOG_SIZE) // Player does not have any free slot in the quest log
return;
return;
uint32 quest_id = quest->GetQuestId();
+1 -1
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@@ -14826,7 +14826,7 @@ Unit* Unit::SelectNearbyTarget(Unit* exclude, float dist) const
// remove current target
if (getVictim())
targets.remove(getVictim());
if (exclude)
targets.remove(exclude);
@@ -128,7 +128,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
return;
}
for (uint32 i = 0; i < itemsCount; ++i)
{
recv_data >> itemGUIDs[i];
@@ -188,7 +188,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
return;
}
if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
item->GetCount() < count[i])
{
+2 -2
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@@ -88,7 +88,7 @@ void WorldSession::HandleCalendarGetCalendar(WorldPacket& /*recv_data*/)
data << uint32(counter); // raid reset count
std::set<uint32> sentMaps;
ResetTimeByMapDifficultyMap const& resets = sInstanceSaveMgr->GetResetTimeMap();
for (ResetTimeByMapDifficultyMap::const_iterator itr = resets.begin(); itr != resets.end(); ++itr)
{
@@ -102,7 +102,7 @@ void WorldSession::HandleCalendarGetCalendar(WorldPacket& /*recv_data*/)
continue;
sentMaps.insert(mapId);
data << uint32(mapId);
data << uint32(itr->second - cur_time);
data << uint32(mapEntry->unk_time);
@@ -197,7 +197,7 @@ bool LoginQueryHolder::Initialize()
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ACCOUNT_INSTANCELOCKTIMES);
stmt->setUInt32(0, m_accountId);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOADINSTANCELOCKTIMES, stmt);
return res;
}
+1 -1
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@@ -171,7 +171,7 @@ class GridMap
uint8 _liquidOffY;
uint8 _liquidWidth;
uint8 _liquidHeight;
bool loadAreaData(FILE* in, uint32 offset, uint32 size);
bool loadHeihgtData(FILE* in, uint32 offset, uint32 size);
@@ -111,8 +111,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
m_isArrivalDone = false;
creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
Movement::MoveSplineInit init(creature);
init.MoveTo(node->x, node->y, node->z);
@@ -147,7 +147,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
if (CanMove(diff))
return StartMove(creature);
}
else
else
{
if (creature.IsStopped())
Stop(STOP_TIME_FOR_PLAYER);
@@ -155,7 +155,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
{
OnArrived(creature);
return StartMove(creature);
}
}
}
return true;
}
@@ -293,7 +293,7 @@ bool FlightPathMovementGenerator::GetResetPosition(Player&, float& x, float& y,
x = node.x; y = node.y; z = node.z;
return true;
}
void FlightPathMovementGenerator::InitEndGridInfo()
{
/*! Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
@@ -104,7 +104,7 @@ class AuraEffect
int32 m_periodicTimer;
int32 m_amplitude;
uint32 m_tickNumber;
uint8 const m_effIndex;
bool m_canBeRecalculated;
bool m_isPeriodic;
+1 -1
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@@ -2045,7 +2045,7 @@ void Aura::TriggerProcOnEvent(AuraApplication* aurApp, ProcEventInfo& eventInfo)
if (aurApp->HasEffect(i))
// TODO: OnEffectProc hook here (allowing prevention of selected effects)
GetEffect(i)->HandleProc(aurApp, eventInfo);
// TODO: AfterEffectProc hook here
// TODO: AfterEffectProc hook here
// TODO: AfterProc hook here
+1 -1
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@@ -186,7 +186,7 @@ class Aura
bool CanStackWith(Aura const* existingAura) const;
// Proc system
// this subsystem is not yet in use - the core of it is functional, but still some research has to be done
// this subsystem is not yet in use - the core of it is functional, but still some research has to be done
// and some dependant problems fixed before it can replace old proc system (for example cooldown handling)
// currently proc system functionality is implemented in Unit::ProcDamageAndSpell
bool IsProcOnCooldown() const;
+1 -1
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@@ -1276,7 +1276,7 @@ void World::SetInitialWorldSettings()
sLog->outString("Loading GameObject models...");
LoadGameObjectModelList();
sLog->outString("Loading Script Names...");
sObjectMgr->LoadScriptNames();