Cosmetic: Multiple cosmetic changes
- Added missing space to 'if', 'for', 'while' and 'switch' when it's followed by '('
- Added missing space after a comma and remove space before comma (with some exceptions)
- Remove trailing spaces
- Convert tab to spaces
Note: Only affects files with extension "cpp" and "h" under /src/server
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@@ -173,10 +173,10 @@ bool ItemCanGoIntoBag(ItemTemplate const* pProto, ItemTemplate const* pBagProto)
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if (!pProto || !pBagProto)
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return false;
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switch(pBagProto->Class)
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switch (pBagProto->Class)
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{
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case ITEM_CLASS_CONTAINER:
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switch(pBagProto->SubClass)
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switch (pBagProto->SubClass)
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{
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case ITEM_SUBCLASS_CONTAINER:
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return true;
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@@ -216,7 +216,7 @@ bool ItemCanGoIntoBag(ItemTemplate const* pProto, ItemTemplate const* pBagProto)
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return false;
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}
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case ITEM_CLASS_QUIVER:
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switch(pBagProto->SubClass)
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switch (pBagProto->SubClass)
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{
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case ITEM_SUBCLASS_QUIVER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_ARROWS))
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@@ -1103,7 +1103,7 @@ bool ItemRequiredTarget::IsFitToRequirements(Unit* pUnitTarget) const
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if (pUnitTarget->GetEntry() != m_uiTargetEntry)
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return false;
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switch(m_uiType)
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switch (m_uiType)
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{
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case ITEM_TARGET_TYPE_CREATURE:
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return pUnitTarget->isAlive();
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@@ -1145,7 +1145,7 @@ void Item::SetNotRefundable(Player* owner, bool changestate /*=true*/, SQLTransa
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// Following is not applicable in the trading procedure
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if (changestate)
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SetState(ITEM_CHANGED, owner);
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SetRefundRecipient(0);
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SetPaidMoney(0);
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SetPaidExtendedCost(0);
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@@ -132,7 +132,7 @@ uint32 GenerateEnchSuffixFactor(uint32 item_id)
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return 0;
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uint32 suffixFactor;
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switch(itemProto->InventoryType)
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switch (itemProto->InventoryType)
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{
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// Items of that type don`t have points
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case INVTYPE_NON_EQUIP:
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@@ -527,7 +527,7 @@ const uint32 MaxItemSubclassValues[MAX_ITEM_CLASS] =
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inline uint8 ItemSubClassToDurabilityMultiplierId(uint32 ItemClass, uint32 ItemSubClass)
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{
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switch(ItemClass)
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switch (ItemClass)
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{
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case ITEM_CLASS_WEAPON: return ItemSubClass;
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case ITEM_CLASS_ARMOR: return ItemSubClass + 21;
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@@ -656,7 +656,7 @@ struct ItemTemplate
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// helpers
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bool CanChangeEquipStateInCombat() const
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{
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switch(InventoryType)
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switch (InventoryType)
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{
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case INVTYPE_RELIC:
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case INVTYPE_SHIELD:
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@@ -664,7 +664,7 @@ struct ItemTemplate
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return true;
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}
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switch(Class)
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switch (Class)
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{
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case ITEM_CLASS_WEAPON:
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case ITEM_CLASS_PROJECTILE:
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