Code style (game + scripts only):
"if(" --> "if ("
--HG--
branch : trunk
This commit is contained in:
+5
-5
@@ -45,7 +45,7 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
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return;
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uint16 district = (District)this->data.Part.reserved;
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if(district == CENTER_DISTRICT)
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if (district == CENTER_DISTRICT)
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{
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m.Visit(*this, visitor);
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return;
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@@ -132,7 +132,7 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
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inline int CellHelper(const float radius)
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{
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if(radius < 1.0f)
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if (radius < 1.0f)
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return 0;
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return (int)ceilf(radius/SIZE_OF_GRID_CELL);
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@@ -145,7 +145,7 @@ inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
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inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
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{
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if(radius <= 0.0f)
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if (radius <= 0.0f)
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return CellArea();
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//lets calculate object coord offsets from cell borders.
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@@ -222,7 +222,7 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
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{
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CellPair cell_pair(x,y);
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//lets skip standing cell since we already visited it
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if(cell_pair != standing_cell)
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if (cell_pair != standing_cell)
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{
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Cell r_zone(cell_pair);
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r_zone.data.Part.nocreate = this->data.Part.nocreate;
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@@ -265,7 +265,7 @@ Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const Cel
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//if x_shift == 0 then we have too small cell area, which were already
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//visited at previous step, so just return from procedure...
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if(x_shift == 0)
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if (x_shift == 0)
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return;
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uint32 y_start = end_cell.y_coord;
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