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

@@ -539,10 +539,10 @@ struct GameObjectTemplate
}
}
bool IsGameObjectForQuests() const
{
return IsForQuests;
}
bool IsGameObjectForQuests() const
{
return IsForQuests;
}
};
// Benchmarked: Faster than std::map (insert/find)
@@ -782,8 +782,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
uint32 m_groupLootTimer; // (msecs)timer used for group loot
uint32 lootingGroupLowGUID; // used to find group which is looting
void SetLootGenerationTime() { m_lootGenerationTime = time(NULL); }
uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
void SetLootGenerationTime() { m_lootGenerationTime = time(NULL); }
uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
bool hasQuest(uint32 quest_id) const;
bool hasInvolvedQuest(uint32 quest_id) const;
@@ -815,7 +815,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL); // pussywizard!
void ModifyHealth(int32 change, Unit* attackerOrHealer = NULL, uint32 spellId = 0);
void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
// sets GameObject type 33 destruction flags and optionally default health for that state
void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = NULL, bool setHealth = false);
GameObjectDestructibleState GetDestructibleState() const
@@ -842,8 +842,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
void SetPosition(float x, float y, float z, float o);
void SetPosition(const Position &pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return NULL; }
Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return NULL; }
@@ -886,7 +886,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
GameObjectTemplate const* m_goInfo;
GameObjectData const* m_goData;
GameObjectValue m_goValue;
bool m_allowModifyDestructibleBuilding;
bool m_allowModifyDestructibleBuilding;
int64 m_packedRotation;
G3D::Quat m_worldRotation;
@@ -895,10 +895,10 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
uint64 m_lootRecipient;
uint32 m_lootRecipientGroup;
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
uint32 m_lootGenerationTime;
uint32 m_lootGenerationTime;
private:
void CheckRitualList();
void ClearRitualList();
void CheckRitualList();
void ClearRitualList();
void RemoveFromOwner();
void SwitchDoorOrButton(bool activate, bool alternative = false);
void UpdatePackedRotation();
@@ -907,7 +907,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const
{
//! Following check does check 3d distance
dist2compare += obj->GetObjectSize();
dist2compare += obj->GetObjectSize();
return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
}
GameObjectAI* m_AI;