*apply trinity style to whole source
*comment out all mangos to trinity defines *this will make merging a little harder, but code will be more clear --HG-- branch : trunk
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@@ -38,7 +38,7 @@ class Player;
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namespace Trinity
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{
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struct MANGOS_DLL_DECL VisibleNotifier
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struct TRINITY_DLL_DECL VisibleNotifier
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{
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bool force;
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Player &i_player;
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@@ -57,7 +57,7 @@ namespace Trinity
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void SendToSelf(void);
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};
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struct MANGOS_DLL_DECL Player2PlayerNotifier : public VisibleNotifier
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struct TRINITY_DLL_DECL Player2PlayerNotifier : public VisibleNotifier
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{
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Player2PlayerNotifier(Player &player, bool forced = false) :
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VisibleNotifier(player, forced) {}
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@@ -81,7 +81,7 @@ namespace Trinity
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void Notify(void);
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};
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struct MANGOS_DLL_DECL PlayerRelocationNotifier
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struct TRINITY_DLL_DECL PlayerRelocationNotifier
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{
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Player &i_player;
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PlayerRelocationNotifier(Player &pl) : i_player(pl) {}
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@@ -113,7 +113,7 @@ namespace Trinity
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void Visit(DynamicObjectMapType &);
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};
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struct MANGOS_DLL_DECL DelayedUnitRelocation
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struct TRINITY_DLL_DECL DelayedUnitRelocation
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{
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typedef GridReadGuard ReadGuard;
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Map &i_map;
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@@ -128,7 +128,7 @@ namespace Trinity
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void Notify(GridRefManager<T> &);
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};
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struct MANGOS_DLL_DECL ResetNotifier
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struct TRINITY_DLL_DECL ResetNotifier
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{
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uint16 reset_mask;
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ResetNotifier(uint16 notifies) : reset_mask(notifies) {}
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@@ -480,7 +480,7 @@ namespace Trinity
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};
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template<class Do>
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struct MANGOS_DLL_DECL CreatureWorker
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struct TRINITY_DLL_DECL CreatureWorker
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{
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uint32 i_phaseMask;
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Do& i_do;
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