Code Style: Remove trailing spaces

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-07 18:09:10 +02:00
parent f490ad5ac2
commit b27ce42704
153 changed files with 773 additions and 773 deletions
+10 -10
View File
@@ -527,7 +527,7 @@ struct npc_orinoko_tuskbreakerAI : public ScriptedAI
{
DoScriptText(SAY_CALL_FOR_HELP ,m_creature);
//DoCast(m_creature->getVictim(), SPELL_SUMMON_WHISKER); petai is not working correctly???
if (Creature *pWhisker = m_creature->SummonCreature(NPC_WHISKER, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0))
uiWhisker = pWhisker->GetGUID();
bSummoned = true;
@@ -929,16 +929,16 @@ struct npc_crusade_recruitAI : public ScriptedAI
uint8 m_uiPhase; //The current phase we are in
uint32 m_uiTimer; //Timer until phase transition
float m_heading; //Store creature heading
void Reset()
{
m_uiTimer = 0;
m_uiPhase = 0;
m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_COWER);
m_heading = m_creature->GetOrientation();
m_heading = m_creature->GetOrientation();
}
void UpdateAI(const uint32 uiDiff)
{
if (m_uiPhase)
@@ -950,11 +950,11 @@ struct npc_crusade_recruitAI : public ScriptedAI
case 1:
// say random text
m_creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
DoScriptText(RAND(SAY_RECRUIT_1,SAY_RECRUIT_2,SAY_RECRUIT_3), m_creature);
m_creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
DoScriptText(RAND(SAY_RECRUIT_1,SAY_RECRUIT_2,SAY_RECRUIT_3), m_creature);
m_uiTimer = 3000;
m_uiPhase = 2;
break;
break;
case 2:
// walk forward
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
@@ -973,8 +973,8 @@ struct npc_crusade_recruitAI : public ScriptedAI
else
m_uiTimer -= uiDiff;
}
ScriptedAI::UpdateAI(uiDiff);
ScriptedAI::UpdateAI(uiDiff);
if (!UpdateVictim())
return;
}
@@ -986,7 +986,7 @@ CreatureAI* GetAI_npc_crusade_recruit(Creature* pCreature)
}
bool GossipHello_npc_crusade_recruit(Player* pPlayer, Creature* pCreature)
{
{
if (pPlayer->GetQuestStatus(QUEST_TROLL_PATROL_INTESTINAL_FORTITUDE) == QUEST_STATUS_INCOMPLETE)
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);