[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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@@ -47,7 +47,7 @@ class GridReference : public Reference<GridRefManager<OBJECT>, OBJECT>
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public:
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GridReference() : Reference<GridRefManager<OBJECT>, OBJECT>() {}
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~GridReference() { this->unlink(); }
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GridReference *next() { return (GridReference*)Reference<GridRefManager<OBJECT>, OBJECT>::next(); }
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GridReference* next() { return (GridReference*)Reference<GridRefManager<OBJECT>, OBJECT>::next(); }
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};
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#endif
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@@ -207,7 +207,7 @@ void DelayedUnitRelocation::Visit(PlayerMapType &m)
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player* player = iter->getSource();
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WorldObject const *viewPoint = player->m_seer;
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WorldObject const* viewPoint = player->m_seer;
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if (!viewPoint->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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continue;
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@@ -234,7 +234,7 @@ void AIRelocationNotifier::Visit(CreatureMapType &m)
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{
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Creature *c = iter->getSource();
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Creature* c = iter->getSource();
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CreatureUnitRelocationWorker(c, &i_unit);
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if (isCreature)
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CreatureUnitRelocationWorker((Creature*)&i_unit, c);
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@@ -246,7 +246,7 @@ MessageDistDeliverer::Visit(PlayerMapType &m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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Player *target = iter->getSource();
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Player* target = iter->getSource();
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if (!target->InSamePhase(i_phaseMask))
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continue;
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@@ -293,7 +293,7 @@ void MessageDistDeliverer::Visit(DynamicObjectMapType &m)
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{
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for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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DynamicObject *target = iter->getSource();
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DynamicObject* target = iter->getSource();
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if (!target->InSamePhase(i_phaseMask))
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continue;
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@@ -120,13 +120,13 @@ namespace Trinity
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struct MessageDistDeliverer
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{
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WorldObject *i_source;
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WorldPacket *i_message;
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WorldObject* i_source;
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WorldPacket* i_message;
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uint32 i_phaseMask;
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float i_distSq;
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uint32 team;
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Player const* skipped_receiver;
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MessageDistDeliverer(WorldObject *src, WorldPacket *msg, float dist, bool own_team_only = false, Player const* skipped = NULL)
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MessageDistDeliverer(WorldObject* src, WorldPacket* msg, float dist, bool own_team_only = false, Player const* skipped = NULL)
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: i_source(src), i_message(msg), i_phaseMask(src->GetPhaseMask()), i_distSq(dist * dist)
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, team((own_team_only && src->GetTypeId() == TYPEID_PLAYER) ? ((Player*)src)->GetTeam() : 0)
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, skipped_receiver(skipped)
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@@ -985,7 +985,7 @@ namespace Trinity
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}
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private:
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Creature const *me;
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Creature const* me;
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float m_range;
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NearestHostileUnitCheck(NearestHostileUnitCheck const&);
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};
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@@ -1022,7 +1022,7 @@ namespace Trinity
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}
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float GetLastRange() const { return m_range; }
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private:
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Creature const *me;
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Creature const* me;
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float m_range;
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bool m_force;
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NearestHostileUnitInAttackDistanceCheck(NearestHostileUnitInAttackDistanceCheck const&);
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@@ -98,7 +98,7 @@ template<class T> void AddUnitState(T* /*obj*/, CellPair const& /*cell_pair*/)
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{
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}
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template<> void AddUnitState(Creature *obj, CellPair const& cell_pair)
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template<> void AddUnitState(Creature* obj, CellPair const& cell_pair)
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{
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Cell cell(cell_pair);
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@@ -147,7 +147,7 @@ void LoadHelper(CellCorpseSet const& cell_corpses, CellPair &cell, CorpseMapType
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uint32 player_guid = itr->first;
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Corpse *obj = sObjectAccessor->GetCorpseForPlayerGUID(player_guid);
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Corpse* obj = sObjectAccessor->GetCorpseForPlayerGUID(player_guid);
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if (!obj)
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continue;
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