Code style (game + scripts only):

"if(" --> "if ("

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-07 19:14:10 +02:00
parent 2e127f7a30
commit d19e127080
254 changed files with 9517 additions and 9517 deletions
@@ -145,7 +145,7 @@ struct boss_palehoofAI : public ScriptedAI
void UpdateAI(const uint32 diff)
{
if(currentPhase!=PHASE_GORTOK_PALEHOOF)
if (currentPhase!=PHASE_GORTOK_PALEHOOF)
return;
//Return since we have no target
if (!UpdateVictim())
@@ -194,7 +194,7 @@ struct boss_palehoofAI : public ScriptedAI
void NextPhase()
{
if(currentPhase == PHASE_NONE)
if (currentPhase == PHASE_NONE)
{
pInstance->SetData(DATA_GORTOK_PALEHOOF_EVENT, IN_PROGRESS);
m_creature->SummonCreature(MOB_STASIS_CONTROLLER,moveLocs[5].x,moveLocs[5].y,moveLocs[5].z,0,TEMPSUMMON_CORPSE_DESPAWN);
@@ -208,7 +208,7 @@ struct boss_palehoofAI : public ScriptedAI
uint8 next = urand(0,3);
for (uint8 i=0; i < 16; i++)
{
if(!DoneAdds[i%4] && next == 0)
if (!DoneAdds[i%4] && next == 0)
{
move = (Phase)(i%4);
break;
@@ -223,7 +223,7 @@ struct boss_palehoofAI : public ScriptedAI
Creature *pOrb = Unit::GetCreature((*m_creature), pInstance ? pInstance->GetData64(DATA_MOB_ORB) : 0);
if (pOrb && pOrb->isAlive())
{
if(currentPhase == PHASE_NONE)
if (currentPhase == PHASE_NONE)
pOrb->CastSpell(m_creature,SPELL_ORB_VISUAL,true);
pOrb->GetMotionMaster()->MovePoint(move,moveLocs[move].x,moveLocs[move].y,moveLocs[move].z);
}
@@ -274,7 +274,7 @@ struct mob_ravenous_furbolgAI : public ScriptedAI
m_creature->GetMotionMaster()->MoveTargetedHome();
if (pInstance)
if(pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT)==IN_PROGRESS)
if (pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT)==IN_PROGRESS)
{
Creature *pPalehoof = Unit::GetCreature((*m_creature), pInstance ? pInstance->GetData64(DATA_GORTOK_PALEHOOF) : 0);
if (pPalehoof && pPalehoof->isAlive())
@@ -380,7 +380,7 @@ struct mob_frenzied_worgenAI : public ScriptedAI
m_creature->GetMotionMaster()->MoveTargetedHome();
if (pInstance)
if(pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT)==IN_PROGRESS)
if (pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT)==IN_PROGRESS)
{
Creature *pPalehoof = Unit::GetCreature((*m_creature), pInstance ? pInstance->GetData64(DATA_GORTOK_PALEHOOF) : 0);
if (pPalehoof && pPalehoof->isAlive())
@@ -489,7 +489,7 @@ struct mob_ferocious_rhinoAI : public ScriptedAI
m_creature->GetMotionMaster()->MoveTargetedHome();
if (pInstance)
if(pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT)==IN_PROGRESS)
if (pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT)==IN_PROGRESS)
{
Creature *pPalehoof = Unit::GetCreature((*m_creature), pInstance ? pInstance->GetData64(DATA_GORTOK_PALEHOOF) : 0);
if (pPalehoof && pPalehoof->isAlive())
@@ -602,7 +602,7 @@ struct mob_massive_jormungarAI : public ScriptedAI
m_creature->GetMotionMaster()->MoveTargetedHome();
if (pInstance)
if(pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT) == IN_PROGRESS)
if (pInstance->GetData(DATA_GORTOK_PALEHOOF_EVENT) == IN_PROGRESS)
{
Creature *pPalehoof = Unit::GetCreature((*m_creature), pInstance ? pInstance->GetData64(DATA_GORTOK_PALEHOOF) : 0);
if (pPalehoof && pPalehoof->isAlive())
@@ -702,12 +702,12 @@ struct mob_palehoof_orbAI : public ScriptedAI
void UpdateAI(const uint32 diff)
{
if(currentPhase==PHASE_NONE)
if (currentPhase==PHASE_NONE)
return;
if(SummonTimer<=diff)
if (SummonTimer<=diff)
{
if(currentPhase<5&&currentPhase>=0)
if (currentPhase<5&&currentPhase>=0)
{
Creature *pNext;
switch(currentPhase)
@@ -737,7 +737,7 @@ struct mob_palehoof_orbAI : public ScriptedAI
{
if (type != POINT_MOTION_TYPE)
return;
if(id<0 || id>4)
if (id<0 || id>4)
return;
Creature *pNext;
switch(id)
@@ -748,7 +748,7 @@ struct mob_palehoof_orbAI : public ScriptedAI
case PHASE_FEROCIOUS_RHINO: pNext = Unit::GetCreature((*m_creature), pInstance ? pInstance->GetData64(DATA_MOB_FEROCIOUS_RHINO) : 0); break;
case PHASE_GORTOK_PALEHOOF: pNext = Unit::GetCreature((*m_creature), pInstance ? pInstance->GetData64(DATA_GORTOK_PALEHOOF) : 0); break;
}
if(pNext)
if (pNext)
DoCast(pNext, SPELL_ORB_CHANNEL, false);
currentPhase=(Phase)id;
SummonTimer=5000;
@@ -186,7 +186,7 @@ struct boss_skadiAI : public ScriptedAI
void MovementInform(uint32 type, uint32 id)
{
if(type != POINT_MOTION_TYPE)
if (type != POINT_MOTION_TYPE)
return;
if (uiSpawnCounter >= DUNGEON_MODE(4, 5))