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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -22,38 +22,38 @@ enum DynamicObjectType
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class DynamicObject : public WorldObject, public GridObject<DynamicObject>, public MovableMapObject
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{
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public:
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DynamicObject(bool isWorldObject);
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~DynamicObject();
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public:
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DynamicObject(bool isWorldObject);
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~DynamicObject();
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void AddToWorld() override;
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void RemoveFromWorld() override;
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void CleanupsBeforeDelete(bool finalCleanup = true) override;
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void AddToWorld() override;
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void RemoveFromWorld() override;
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bool CreateDynamicObject(uint32 guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, DynamicObjectType type);
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void Update(uint32 p_time) override;
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void Remove();
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void SetDuration(int32 newDuration);
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int32 GetDuration() const;
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void Delay(int32 delaytime);
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void SetAura(Aura* aura);
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void RemoveAura();
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void SetCasterViewpoint();
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void RemoveCasterViewpoint();
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Unit* GetCaster() const { return _caster; }
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void BindToCaster();
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void UnbindFromCaster();
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uint32 GetSpellId() const { return GetUInt32Value(DYNAMICOBJECT_SPELLID); }
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uint64 GetCasterGUID() const { return GetUInt64Value(DYNAMICOBJECT_CASTER); }
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float GetRadius() const { return GetFloatValue(DYNAMICOBJECT_RADIUS); }
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bool IsViewpoint() const { return _isViewpoint; }
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void CleanupsBeforeDelete(bool finalCleanup = true) override;
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protected:
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Aura* _aura;
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Aura* _removedAura;
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Unit* _caster;
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int32 _duration; // for non-aura dynobjects
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bool _isViewpoint;
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bool CreateDynamicObject(uint32 guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, DynamicObjectType type);
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void Update(uint32 p_time) override;
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void Remove();
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void SetDuration(int32 newDuration);
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int32 GetDuration() const;
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void Delay(int32 delaytime);
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void SetAura(Aura* aura);
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void RemoveAura();
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void SetCasterViewpoint();
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void RemoveCasterViewpoint();
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Unit* GetCaster() const { return _caster; }
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void BindToCaster();
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void UnbindFromCaster();
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uint32 GetSpellId() const { return GetUInt32Value(DYNAMICOBJECT_SPELLID); }
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uint64 GetCasterGUID() const { return GetUInt64Value(DYNAMICOBJECT_CASTER); }
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float GetRadius() const { return GetFloatValue(DYNAMICOBJECT_RADIUS); }
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bool IsViewpoint() const { return _isViewpoint; }
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protected:
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Aura* _aura;
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Aura* _removedAura;
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Unit* _caster;
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int32 _duration; // for non-aura dynobjects
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bool _isViewpoint;
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};
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#endif
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