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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -14,34 +14,34 @@
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class MapInstanced : public Map
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{
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friend class MapManager;
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public:
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typedef std::unordered_map< uint32, Map*> InstancedMaps;
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public:
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typedef std::unordered_map< uint32, Map*> InstancedMaps;
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MapInstanced(uint32 id);
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~MapInstanced() {}
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MapInstanced(uint32 id);
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~MapInstanced() {}
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// functions overwrite Map versions
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void Update(const uint32, const uint32, bool thread = true);
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void DelayedUpdate(const uint32 diff);
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//void RelocationNotify();
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void UnloadAll();
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bool CanEnter(Player* player, bool loginCheck = false);
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// functions overwrite Map versions
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void Update(const uint32, const uint32, bool thread = true);
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void DelayedUpdate(const uint32 diff);
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//void RelocationNotify();
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void UnloadAll();
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bool CanEnter(Player* player, bool loginCheck = false);
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Map* CreateInstanceForPlayer(const uint32 mapId, Player* player);
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Map* FindInstanceMap(uint32 instanceId) const
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{
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InstancedMaps::const_iterator i = m_InstancedMaps.find(instanceId);
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return(i == m_InstancedMaps.end() ? NULL : i->second);
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}
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bool DestroyInstance(InstancedMaps::iterator &itr);
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Map* CreateInstanceForPlayer(const uint32 mapId, Player* player);
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Map* FindInstanceMap(uint32 instanceId) const
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{
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InstancedMaps::const_iterator i = m_InstancedMaps.find(instanceId);
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return(i == m_InstancedMaps.end() ? NULL : i->second);
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}
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bool DestroyInstance(InstancedMaps::iterator& itr);
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InstancedMaps &GetInstancedMaps() { return m_InstancedMaps; }
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virtual void InitVisibilityDistance();
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InstancedMaps& GetInstancedMaps() { return m_InstancedMaps; }
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virtual void InitVisibilityDistance();
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private:
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InstanceMap* CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty);
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BattlegroundMap* CreateBattleground(uint32 InstanceId, Battleground* bg);
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private:
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InstanceMap* CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty);
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BattlegroundMap* CreateBattleground(uint32 InstanceId, Battleground* bg);
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InstancedMaps m_InstancedMaps;
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InstancedMaps m_InstancedMaps;
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};
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#endif
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