Codestyle: Renamed some variables to fit codestyle, corrected order in structure/class fields to match alignment (they use slightly less memory now)

Signed-off-by: Subv <[email protected]>
This commit is contained in:
Subv
2012-02-14 12:46:26 -05:00
parent f1182f0884
commit 8a72aede16
26 changed files with 967 additions and 966 deletions
+29 -29
View File
@@ -28,7 +28,7 @@ class WorldObject;
class LootTemplate;
struct Condition;
enum ConditionType
enum ConditionTypes
{ // value1 value2 value3
CONDITION_NONE = 0, // 0 0 0 always true
CONDITION_AURA = 1, // spell_id effindex use target? true if player (or target, if value3) has aura of spell_id with effect effindex
@@ -140,40 +140,40 @@ struct ConditionSourceInfo
struct Condition
{
ConditionSourceType mSourceType; //SourceTypeOrReferenceId
uint32 mSourceGroup;
int32 mSourceEntry;
uint32 mSourceId; // So far, only used in CONDITION_SOURCE_TYPE_SMART_EVENT
uint32 mElseGroup;
ConditionType mConditionType; //ConditionTypeOrReference
uint8 mConditionTarget;
uint32 mConditionValue1;
uint32 mConditionValue2;
uint32 mConditionValue3;
uint32 ErrorTextd;
uint32 mReferenceId;
uint32 mScriptId;
bool mNegativeCondition;
ConditionSourceType SourceType; //SourceTypeOrReferenceId
uint32 SourceGroup;
int32 SourceEntry;
uint32 SourceId; // So far, only used in CONDITION_SOURCE_TYPE_SMART_EVENT
uint32 ElseGroup;
ConditionTypes ConditionType; //ConditionTypeOrReference
uint32 ConditionValue1;
uint32 ConditionValue2;
uint32 ConditionValue3;
uint32 ErrorTextId;
uint32 ReferenceId;
uint32 ScriptId;
uint8 ConditionTarget;
bool NegativeCondition;
Condition()
{
mSourceType = CONDITION_SOURCE_TYPE_NONE;
mSourceGroup = 0;
mSourceEntry = 0;
mElseGroup = 0;
mConditionType = CONDITION_NONE;
mConditionTarget = 0;
mConditionValue1 = 0;
mConditionValue2 = 0;
mConditionValue3 = 0;
mReferenceId = 0;
ErrorTextd = 0;
mScriptId = 0;
mNegativeCondition = false;
SourceType = CONDITION_SOURCE_TYPE_NONE;
SourceGroup = 0;
SourceEntry = 0;
ElseGroup = 0;
ConditionType = CONDITION_NONE;
ConditionTarget = 0;
ConditionValue1 = 0;
ConditionValue2 = 0;
ConditionValue3 = 0;
ReferenceId = 0;
ErrorTextId = 0;
ScriptId = 0;
NegativeCondition = false;
}
bool Meets(ConditionSourceInfo& sourceInfo);
bool isLoaded() const { return mConditionType > CONDITION_NONE || mReferenceId; }
bool isLoaded() const { return ConditionType > CONDITION_NONE || ReferenceId; }
uint32 GetMaxAvailableConditionTargets();
};