[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)

This commit is contained in:
Spp
2011-09-15 14:12:57 +02:00
parent 9006e4e8dc
commit af05915b9e
431 changed files with 3131 additions and 3131 deletions
@@ -623,7 +623,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
void RemoveFromWorld();
void CleanupsBeforeDelete(bool finalCleanup = true);
bool Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 artKit = 0);
bool Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 artKit = 0);
void Update(uint32 p_time);
static GameObject* GetGameObject(WorldObject& object, uint64 guid);
GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
@@ -648,7 +648,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
void SaveToDB();
void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
bool LoadFromDB(uint32 guid, Map *map);
bool LoadFromDB(uint32 guid, Map* map);
void DeleteFromDB();
void SetOwnerGUID(uint64 owner)
@@ -698,7 +698,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
void Refresh();
void Delete();
void getFishLoot(Loot *loot, Player* loot_owner);
void getFishLoot(Loot* loot, Player* loot_owner);
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
@@ -707,7 +707,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
void SetGoArtKit(uint8 artkit);
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);
static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
void Use(Unit* user);
@@ -745,7 +745,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
bool ActivateToQuest(Player *pTarget) const;
bool ActivateToQuest(Player* pTarget) const;
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
// 0 = use `gameobject`.`spawntimesecs`
void ResetDoorOrButton();