Code style (game + scripts only):
"if(" --> "if ("
--HG--
branch : trunk
This commit is contained in:
+13
-13
@@ -126,7 +126,7 @@ class Object
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const bool IsInWorld() const { return m_inWorld; }
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virtual void AddToWorld()
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{
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if(m_inWorld)
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if (m_inWorld)
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return;
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assert(m_uint32Values);
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@@ -138,7 +138,7 @@ class Object
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}
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virtual void RemoveFromWorld()
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{
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if(!m_inWorld)
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if (!m_inWorld)
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return;
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m_inWorld = false;
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@@ -236,7 +236,7 @@ class Object
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void ToggleFlag( uint16 index, uint32 flag)
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{
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if(HasFlag(index, flag))
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if (HasFlag(index, flag))
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RemoveFlag(index, flag);
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else
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SetFlag(index, flag);
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@@ -244,7 +244,7 @@ class Object
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bool HasFlag( uint16 index, uint32 flag ) const
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{
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if( index >= m_valuesCount && !PrintIndexError( index , false ) ) return false;
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if ( index >= m_valuesCount && !PrintIndexError( index , false ) ) return false;
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return (m_uint32Values[ index ] & flag) != 0;
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}
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@@ -253,7 +253,7 @@ class Object
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void ToggleFlag( uint16 index, uint8 offset, uint8 flag )
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{
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if(HasByteFlag(index, offset, flag))
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if (HasByteFlag(index, offset, flag))
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RemoveByteFlag(index, offset, flag);
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else
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SetByteFlag(index, offset, flag);
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@@ -268,7 +268,7 @@ class Object
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void ApplyModFlag( uint16 index, uint32 flag, bool apply)
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{
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if(apply) SetFlag(index,flag); else RemoveFlag(index,flag);
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if (apply) SetFlag(index,flag); else RemoveFlag(index,flag);
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}
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void SetFlag64( uint16 index, uint64 newFlag )
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@@ -287,7 +287,7 @@ class Object
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void ToggleFlag64( uint16 index, uint64 flag)
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{
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if(HasFlag64(index, flag))
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if (HasFlag64(index, flag))
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RemoveFlag64(index, flag);
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else
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SetFlag64(index, flag);
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@@ -301,7 +301,7 @@ class Object
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void ApplyModFlag64( uint16 index, uint64 flag, bool apply)
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{
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if(apply) SetFlag64(index,flag); else RemoveFlag64(index,flag);
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if (apply) SetFlag64(index,flag); else RemoveFlag64(index,flag);
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}
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void ClearUpdateMask(bool remove);
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@@ -318,10 +318,10 @@ class Object
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// FG: some hacky helpers
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void ForceValuesUpdateAtIndex(uint32);
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Player* ToPlayer(){ if(GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
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const Player* ToPlayer() const { if(GetTypeId() == TYPEID_PLAYER) return (const Player*)((Player*)this); else return NULL; }
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Creature* ToCreature(){ if(GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
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const Creature* ToCreature() const {if(GetTypeId() == TYPEID_UNIT) return (const Creature*)((Creature*)this); else return NULL; }
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Player* ToPlayer(){ if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
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const Player* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (const Player*)((Player*)this); else return NULL; }
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Creature* ToCreature(){ if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
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const Creature* ToCreature() const {if (GetTypeId() == TYPEID_UNIT) return (const Creature*)((Creature*)this); else return NULL; }
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protected:
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@@ -643,7 +643,7 @@ class WorldObject : public Object, public WorldLocation
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TempSummon* SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0) const;
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TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0)
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{
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if(!x && !y && !z)
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if (!x && !y && !z)
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{
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GetClosePoint(x, y, z, GetObjectSize());
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ang = GetOrientation();
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