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

@@ -196,9 +196,9 @@ void CreatureGroup::MemberAttackStart(Creature* member, Unit* target)
void CreatureGroup::FormationReset(bool dismiss)
{
if (m_members.size() && m_members.begin()->second->groupAI == 5)
return;
if (m_members.size() && m_members.begin()->second->groupAI == 5)
return;
for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
if (itr->first != m_leader && itr->first->IsAlive())
@@ -220,11 +220,11 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run)
if (!m_leader)
return;
uint8 groupAI = sFormationMgr->CreatureGroupMap[m_leader->GetDBTableGUIDLow()]->groupAI;
if (groupAI == 5)
return;
uint8 groupAI = sFormationMgr->CreatureGroupMap[m_leader->GetDBTableGUIDLow()]->groupAI;
if (groupAI == 5)
return;
float pathDist = m_leader->GetExactDist(x, y, z);
float pathDist = m_leader->GetExactDist(x, y, z);
float pathAngle = m_leader->GetAngle(x, y);
for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
@@ -233,18 +233,18 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run)
if (member == m_leader || !member->IsAlive() || member->GetVictim())
continue;
// Xinef: If member is stunned / rooted etc don't allow to move him
if (member->HasUnitState(UNIT_STATE_NOT_MOVE))
continue;
// Xinef: If member is stunned / rooted etc don't allow to move him
if (member->HasUnitState(UNIT_STATE_NOT_MOVE))
continue;
// Xinef: this should be automatized, if turn angle is greater than PI/2 (90°) we should swap formation angle
// Xinef: this should be automatized, if turn angle is greater than PI/2 (90°) we should swap formation angle
if (M_PI - fabs(fabs(m_leader->GetOrientation() - pathAngle) - M_PI) > M_PI*0.50f)
{
// pussywizard: in both cases should be 2*M_PI - follow_angle
// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
// pussywizard: in both cases should be 2*M_PI - follow_angle
// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
// if (m_leader->GetCurrentWaypointID()+1 == itr->second->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2)
itr->second->follow_angle = Position::NormalizeOrientation(itr->second->follow_angle + M_PI); //(2 * M_PI) - itr->second->follow_angle;
itr->second->follow_angle = Position::NormalizeOrientation(itr->second->follow_angle + M_PI); //(2 * M_PI) - itr->second->follow_angle;
}
float followAngle = itr->second->follow_angle;
@@ -260,16 +260,16 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run)
member->UpdateGroundPositionZ(dx, dy, dz);
member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
// pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function
// pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function
if (run && member->IsWalking())
member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
else if (!run && !member->IsWalking())
member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
// xinef: change members speed basing on distance - if too far speed up, if too close slow down
UnitMoveType mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
member->SetSpeedRate(mtype, m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist);
// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
// xinef: change members speed basing on distance - if too far speed up, if too close slow down
UnitMoveType mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
member->SetSpeedRate(mtype, m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist);
member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
member->SetHomePosition(dx, dy, dz, pathAngle);