converted all tabs to 4 spaces

This commit is contained in:
Yehonal
2016-06-26 19:23:57 +02:00
parent 52f305111c
commit f6eefedcd5
717 changed files with 132388 additions and 132388 deletions

View File

@@ -46,26 +46,26 @@ BattlegroundRV::~BattlegroundRV() { }
void BattlegroundRV::TeleportUnitToNewZ(Unit* unit, float newZ, bool casting)
{
if (!unit->IsAlive())
return;
if (!unit->IsAlive())
return;
unit->NearTeleportTo(unit->GetPositionX(), unit->GetPositionY(), newZ, unit->GetOrientation(), casting);
unit->m_positionZ = newZ;
}
void BattlegroundRV::CheckPositionForUnit(Unit* unit)
{
// get height at current pos, if something is wrong (below or high above) - teleport
if (!unit->IsFalling() && unit->IsAlive())
{
float groundZ_vmap = unit->GetMap()->GetHeight(unit->GetPositionX(), unit->GetPositionY(), 37.0f, true, 50.0f);
float groundZ_dyntree = unit->GetMap()->GetDynamicMapTree().getHeight(unit->GetPositionX(), unit->GetPositionY(), 37.0f, 50.0f, unit->GetPhaseMask());
if (groundZ_vmap > 28.0f && groundZ_vmap < 29.0f || groundZ_dyntree > 28.0f && groundZ_dyntree < 37.0f)
{
float groundZ = std::max<float>(groundZ_vmap, groundZ_dyntree);
if (unit->GetPositionZ() < groundZ - 0.2f || unit->GetPositionZ() > groundZ + 3.5f)
TeleportUnitToNewZ(unit, groundZ+1.0f, true);
}
}
// get height at current pos, if something is wrong (below or high above) - teleport
if (!unit->IsFalling() && unit->IsAlive())
{
float groundZ_vmap = unit->GetMap()->GetHeight(unit->GetPositionX(), unit->GetPositionY(), 37.0f, true, 50.0f);
float groundZ_dyntree = unit->GetMap()->GetDynamicMapTree().getHeight(unit->GetPositionX(), unit->GetPositionY(), 37.0f, 50.0f, unit->GetPhaseMask());
if (groundZ_vmap > 28.0f && groundZ_vmap < 29.0f || groundZ_dyntree > 28.0f && groundZ_dyntree < 37.0f)
{
float groundZ = std::max<float>(groundZ_vmap, groundZ_dyntree);
if (unit->GetPositionZ() < groundZ - 0.2f || unit->GetPositionZ() > groundZ + 3.5f)
TeleportUnitToNewZ(unit, groundZ+1.0f, true);
}
}
}
void BattlegroundRV::PostUpdateImpl(uint32 diff)
@@ -87,11 +87,11 @@ void BattlegroundRV::PostUpdateImpl(uint32 diff)
if (Player* player = itr->second)
{
// Demonic Circle Summon
if (GameObject* gObj = player->GetGameObject(48018))
{
gObj->Relocate(gObj->GetPositionX(), gObj->GetPositionY(), 28.28f);
gObj->UpdateObjectVisibility(true);
}
if (GameObject* gObj = player->GetGameObject(48018))
{
gObj->Relocate(gObj->GetPositionX(), gObj->GetPositionY(), 28.28f);
gObj->UpdateObjectVisibility(true);
}
if (player->GetPositionZ() < 27.0f)
TeleportUnitToNewZ(player, 28.28f, true);
@@ -103,18 +103,18 @@ void BattlegroundRV::PostUpdateImpl(uint32 diff)
TeleportUnitToNewZ(totem, 28.28f, true);
for (Unit::ControlSet::const_iterator itr = player->m_Controlled.begin(); itr != player->m_Controlled.end(); ++itr)
{
{
if ((*itr)->GetPositionZ() < 28.0f)
TeleportUnitToNewZ((*itr), 28.28f, true);
// Xinef: override stay position
if (CharmInfo* charmInfo = (*itr)->GetCharmInfo())
if (charmInfo->IsAtStay())
{
(*itr)->StopMovingOnCurrentPos();
charmInfo->SaveStayPosition(false);
}
}
// Xinef: override stay position
if (CharmInfo* charmInfo = (*itr)->GetCharmInfo())
if (charmInfo->IsAtStay())
{
(*itr)->StopMovingOnCurrentPos();
charmInfo->SaveStayPosition(false);
}
}
}
// fix ground on elevators (so aoe spells can be casted there)
@@ -141,8 +141,8 @@ void BattlegroundRV::PostUpdateImpl(uint32 diff)
else
setTimer(getTimer() - diff);
if (getState() == BG_RV_STATE_OPEN_FENCES)
return;
if (getState() == BG_RV_STATE_OPEN_FENCES)
return;
if (CheckPlayersTimer <= diff)
{
@@ -150,7 +150,7 @@ void BattlegroundRV::PostUpdateImpl(uint32 diff)
for (BattlegroundPlayerMap::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
CheckPositionForUnit(itr->second);
// maybe for pets and m_Controlled also, but not really necessary
// maybe for pets and m_Controlled also, but not really necessary
}
else
CheckPlayersTimer -= diff;
@@ -179,12 +179,12 @@ void BattlegroundRV::StartingEventOpenDoors()
void BattlegroundRV::AddPlayer(Player* player)
{
if (GetStatus() == STATUS_WAIT_JOIN && player->GetBgTeamId() == TEAM_HORDE)
if (GetStatus() == STATUS_WAIT_JOIN && player->GetBgTeamId() == TEAM_HORDE)
player->SetPhaseMask(2, true);
Battleground::AddPlayer(player);
PlayerScores[player->GetGUID()] = new BattlegroundScore(player);
BattlegroundRV::UpdateArenaWorldState();
BattlegroundRV::UpdateArenaWorldState();
}
void BattlegroundRV::RemovePlayer(Player* player)
@@ -195,7 +195,7 @@ void BattlegroundRV::RemovePlayer(Player* player)
if (GetStatus() == STATUS_WAIT_JOIN)
player->SetPhaseMask(1, true);
BattlegroundRV::UpdateArenaWorldState();
BattlegroundRV::UpdateArenaWorldState();
CheckArenaWinConditions();
}
@@ -208,7 +208,7 @@ void BattlegroundRV::HandleKillPlayer(Player* player, Player* killer)
return;
Battleground::HandleKillPlayer(player, killer);
BattlegroundRV::UpdateArenaWorldState();
BattlegroundRV::UpdateArenaWorldState();
CheckArenaWinConditions();
}
@@ -246,7 +246,7 @@ void BattlegroundRV::HandleAreaTrigger(Player* player, uint32 trigger)
void BattlegroundRV::FillInitialWorldStates(WorldPacket &data)
{
data << uint32(BG_RV_WORLD_STATE) << uint32(1);
BattlegroundRV::UpdateArenaWorldState();
BattlegroundRV::UpdateArenaWorldState();
}
void BattlegroundRV::UpdateArenaWorldState()
@@ -304,27 +304,27 @@ bool BattlegroundRV::SetupBattleground()
void BattlegroundRV::UpdatePillars()
{
GameObject* test = GetBgMap()->GetGameObject(BgObjects[BG_RV_OBJECT_PILAR_1]);
if (!test)
return;
GameObject* test = GetBgMap()->GetGameObject(BgObjects[BG_RV_OBJECT_PILAR_1]);
if (!test)
return;
if (test->GetGoState() == GO_STATE_READY)
if (test->GetGoState() == GO_STATE_READY)
{
for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_GEAR_2; ++i)
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_ACTIVE);
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_ACTIVE);
for (uint8 i = BG_RV_OBJECT_PILAR_2; i <= BG_RV_OBJECT_PULLEY_2; ++i)
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_READY);
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_READY);
}
else
{
for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_GEAR_2; ++i)
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_READY);
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_READY);
for (uint8 i = BG_RV_OBJECT_PILAR_2; i <= BG_RV_OBJECT_PULLEY_2; ++i)
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_ACTIVE);
if (GameObject* go = GetBgMap()->GetGameObject(BgObjects[i]))
go->SetGoState(GO_STATE_ACTIVE);
}
}