Core: More codestyle cleanups

This commit is contained in:
click
2011-06-12 01:47:45 +02:00
parent 158966dc79
commit f16df538ee
87 changed files with 309 additions and 309 deletions
+1 -1
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@@ -73,7 +73,7 @@ void CombatAI::Reset()
events.Reset();
}
void CombatAI::JustDied(Unit *killer)
void CombatAI::JustDied(Unit* killer)
{
for (SpellVct::iterator i = spells.begin(); i != spells.end(); ++i)
if (AISpellInfo[*i].condition == AICOND_DIE)
+1 -1
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@@ -30,7 +30,7 @@ void PassiveAI::UpdateAI(const uint32)
EnterEvadeMode();
}
void PossessedAI::AttackStart(Unit *target)
void PossessedAI::AttackStart(Unit* target)
{
me->Attack(target, true);
}
+7 -7
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@@ -170,7 +170,7 @@ void PetAI::UpdateAI(const uint32 diff)
continue;
}
Spell *spell = new Spell(me, spellInfo, false, 0);
Spell* spell = new Spell(me, spellInfo, false, 0);
// Fix to allow pets on STAY to autocast
if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
@@ -274,7 +274,7 @@ void PetAI::UpdateAllies()
m_AllySet.insert(owner->GetGUID());
}
void PetAI::KilledUnit(Unit *victim)
void PetAI::KilledUnit(Unit* victim)
{
// Called from Unit::Kill() in case where pet or owner kills something
// if owner killed this victim, pet may still be attacking something else
@@ -296,7 +296,7 @@ void PetAI::KilledUnit(Unit *victim)
HandleReturnMovement(); // Return
}
void PetAI::AttackStart(Unit *target)
void PetAI::AttackStart(Unit* target)
{
// Overrides Unit::AttackStart to correctly evaluate Pet states
@@ -317,7 +317,7 @@ Unit *PetAI::SelectNextTarget()
if (me->HasReactState(REACT_PASSIVE))
return NULL;
Unit *target = me->getAttackerForHelper();
Unit* target = me->getAttackerForHelper();
targetHasCC = false;
// Check pet's attackers first to prevent dragging mobs back to owner
@@ -376,7 +376,7 @@ void PetAI::HandleReturnMovement()
}
void PetAI::DoAttack(Unit *target, bool chase)
void PetAI::DoAttack(Unit* target, bool chase)
{
// Handles attack with or without chase and also resets all
// PetAI flags for next update / creature kill
@@ -448,7 +448,7 @@ void PetAI::MovementInform(uint32 moveType, uint32 data)
}
}
bool PetAI::_CanAttack(Unit *target)
bool PetAI::_CanAttack(Unit* target)
{
// Evaluates wether a pet can attack a specific
// target based on CommandState, ReactState and other flags
@@ -479,7 +479,7 @@ bool PetAI::_CanAttack(Unit *target)
return false;
}
bool PetAI::_CheckTargetCC(Unit *target)
bool PetAI::_CheckTargetCC(Unit* target)
{
if (me->GetCharmerOrOwnerGUID() && target->HasNegativeAuraWithAttribute(SPELL_ATTR0_BREAKABLE_BY_DAMAGE, me->GetCharmerOrOwnerGUID()))
return true;
+4 -4
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@@ -24,13 +24,13 @@
#include "SpellMgr.h"
#include "CreatureAIImpl.h"
void UnitAI::AttackStart(Unit *victim)
void UnitAI::AttackStart(Unit* victim)
{
if (victim && me->Attack(victim, true))
me->GetMotionMaster()->MoveChase(victim);
}
void UnitAI::AttackStartCaster(Unit *victim, float dist)
void UnitAI::AttackStartCaster(Unit* victim, float dist)
{
if (victim && me->Attack(victim, false))
me->GetMotionMaster()->MoveChase(victim, dist);
@@ -127,7 +127,7 @@ void UnitAI::DoCastToAllHostilePlayers(uint32 spellid, bool triggered)
void UnitAI::DoCast(uint32 spellId)
{
Unit *target = NULL;
Unit* target = NULL;
//sLog->outError("aggre %u %u", spellId, (uint32)AISpellInfo[spellId].target);
switch(AISpellInfo[spellId].target)
{
@@ -242,7 +242,7 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
if (!charmer->isInCombat())
me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle());
Unit *target = me->getVictim();
Unit* target = me->getVictim();
if (!target || !charmer->canAttack(target))
AttackStart(charmer->SelectNearestTargetInAttackDistance());
}
+2 -2
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@@ -56,13 +56,13 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/)
if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim())
{
if (Unit *target = creature->SelectNearestTarget(50))
if (Unit* target = creature->SelectNearestTarget(50))
creature->AI()->AttackStart(target);
else if (creature->isSummon())
{
if (Unit *summoner = creature->ToTempSummon()->GetSummoner())
{
Unit *target = summoner->getAttackerForHelper();
Unit* target = summoner->getAttackerForHelper();
if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty())
target = summoner->getThreatManager().getHostilTarget();
if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target)))
@@ -108,7 +108,7 @@ void SimpleAI::EnterCombat(Unit *who)
DoPlaySoundToSet(me, Aggro_Sound[random_text]);
}
void SimpleAI::KilledUnit(Unit *victim)
void SimpleAI::KilledUnit(Unit* victim)
{
uint8 random_text = urand(0, 2);
@@ -152,7 +152,7 @@ void SimpleAI::KilledUnit(Unit *victim)
DoCast(pTarget, Kill_Spell);
}
void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
void SimpleAI::DamageTaken(Unit* killer, uint32 &damage)
{
//Return if damage taken won't kill us
if (me->GetHealth() > damage)