Apply some code style

--HG--
branch : trunk
This commit is contained in:
Kudlaty
2009-08-14 16:08:53 +02:00
parent 65ba3044dc
commit 8bbb1d1c95
@@ -626,12 +626,11 @@ struct TRINITY_DLL_DECL npc_akunoAI : public npc_escortAI
bool IsWalking;
void WaypointReached(uint32 i)
{
Player* player = Unit::GetPlayer(PlayerGUID);
Player* pPlayer = Unit::GetPlayer(PlayerGUID);
if(!player)
if(!pPlayer)
return;
if(IsWalking && !m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
@@ -641,18 +640,17 @@ struct TRINITY_DLL_DECL npc_akunoAI : public npc_escortAI
switch(i)
{
case 0: m_creature->setFaction(5); break;
case 3 : m_creature->SummonCreature(Summon,-2795.99,5420.33,-34.53,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
case 3:
m_creature->SummonCreature(Summon,-2795.99,5420.33,-34.53,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
m_creature->SummonCreature(Summon,-2793.55,5412.79,-34.53,0,TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 25000);
break;
case 11 : {
if(player && player->GetTypeId() == TYPEID_PLAYER)
((Player*)player)->GroupEventHappens(QUEST_NPC_AKUNO,m_creature);
m_creature->setFaction(18);break;
case 11:
if(pPlayer && pPlayer->GetTypeId() == TYPEID_PLAYER)
pPlayer->GroupEventHappens(QUEST_NPC_AKUNO,m_creature);
m_creature->setFaction(18);
break;
}
}
}
void Aggro(Unit* who)
{}
void Reset()
{
@@ -663,35 +661,24 @@ struct TRINITY_DLL_DECL npc_akunoAI : public npc_escortAI
}
IsWalking=false;
}
void JustDied(Unit* killer)
{
if (PlayerGUID)
{
if (Player* player = Unit::GetPlayer(PlayerGUID))
player->FailQuest(QUEST_NPC_AKUNO);
}
}
void UpdateAI(const uint32 diff)
{
npc_escortAI::UpdateAI(diff);
}
};
bool QuestAccept_npc_akuno(Player* player, Creature* creature, Quest const* quest)
bool QuestAccept_npc_akuno(Player* player, Creature* pCreature, Quest const* pQuest)
{
if(quest->GetQuestId() == QUEST_NPC_AKUNO)
if(pQuest->GetQuestId() == QUEST_NPC_AKUNO)
{
((npc_escortAI*)creature->AI())->Start(false,true,player->GetGUID());
if (npc_akunoAI* pEscortAI = CAST_AI(npc_akunoAI, pCreature->AI()))
pEscortAI->Start(false,true,player->GetGUID());
}
return true;
}
CreatureAI* GetAI_npc_akuno(Creature *_Creature)
CreatureAI* GetAI_npc_akuno(Creature* pCreature)
{
npc_akunoAI* thisAI = new npc_akunoAI(_Creature);
npc_akunoAI* thisAI = new npc_akunoAI(pCreature);
thisAI->FillPointMovementListForCreature();
return(CreatureAI*)thisAI;
}