refactor(Core/Game): restyle game lib with astyle (#3466)

This commit is contained in:
Kargatum
2020-10-12 15:08:15 +07:00
committed by GitHub
parent e99b526e17
commit a2b26272d2
338 changed files with 52196 additions and 50944 deletions

View File

@@ -21,48 +21,48 @@ enum eFollowState
class FollowerAI : public ScriptedAI
{
public:
explicit FollowerAI(Creature* creature);
~FollowerAI() {}
public:
explicit FollowerAI(Creature* creature);
~FollowerAI() {}
//virtual void WaypointReached(uint32 uiPointId) = 0;
//virtual void WaypointReached(uint32 uiPointId) = 0;
void MovementInform(uint32 motionType, uint32 pointId);
void MovementInform(uint32 motionType, uint32 pointId);
void AttackStart(Unit*);
void AttackStart(Unit*);
void MoveInLineOfSight(Unit*);
void MoveInLineOfSight(Unit*);
void EnterEvadeMode();
void EnterEvadeMode();
void JustDied(Unit*);
void JustDied(Unit*);
void JustRespawned();
void JustRespawned();
void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = nullptr);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
protected:
Player* GetLeaderForFollower();
protected:
Player* GetLeaderForFollower();
private:
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
private:
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
bool AssistPlayerInCombat(Unit* who);
bool AssistPlayerInCombat(Unit* who);
uint64 m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
uint64 m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
const Quest* m_pQuestForFollow; //normally we have a quest
const Quest* m_pQuestForFollow; //normally we have a quest
};
#endif