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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-16 10:30:27 +00:00
converted all tabs to 4 spaces
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@@ -539,10 +539,10 @@ struct GameObjectTemplate
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}
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}
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bool IsGameObjectForQuests() const
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{
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return IsForQuests;
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}
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bool IsGameObjectForQuests() const
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{
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return IsForQuests;
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}
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};
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// Benchmarked: Faster than std::map (insert/find)
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@@ -782,8 +782,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
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uint32 m_groupLootTimer; // (msecs)timer used for group loot
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uint32 lootingGroupLowGUID; // used to find group which is looting
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void SetLootGenerationTime() { m_lootGenerationTime = time(NULL); }
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uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
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void SetLootGenerationTime() { m_lootGenerationTime = time(NULL); }
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uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
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bool hasQuest(uint32 quest_id) const;
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bool hasInvolvedQuest(uint32 quest_id) const;
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@@ -815,7 +815,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL); // pussywizard!
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void ModifyHealth(int32 change, Unit* attackerOrHealer = NULL, uint32 spellId = 0);
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void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
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void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
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// sets GameObject type 33 destruction flags and optionally default health for that state
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void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = NULL, bool setHealth = false);
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GameObjectDestructibleState GetDestructibleState() const
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@@ -842,8 +842,8 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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void SetPosition(float x, float y, float z, float o);
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void SetPosition(const Position &pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
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bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
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bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
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bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
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bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
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Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return NULL; }
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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; }
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@@ -886,7 +886,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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GameObjectTemplate const* m_goInfo;
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GameObjectData const* m_goData;
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GameObjectValue m_goValue;
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bool m_allowModifyDestructibleBuilding;
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bool m_allowModifyDestructibleBuilding;
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int64 m_packedRotation;
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G3D::Quat m_worldRotation;
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@@ -895,10 +895,10 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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uint64 m_lootRecipient;
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uint32 m_lootRecipientGroup;
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uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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uint32 m_lootGenerationTime;
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uint32 m_lootGenerationTime;
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private:
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void CheckRitualList();
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void ClearRitualList();
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void CheckRitualList();
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void ClearRitualList();
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void RemoveFromOwner();
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void SwitchDoorOrButton(bool activate, bool alternative = false);
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void UpdatePackedRotation();
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@@ -907,7 +907,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Mov
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bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const
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{
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//! Following check does check 3d distance
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dist2compare += obj->GetObjectSize();
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dist2compare += obj->GetObjectSize();
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return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
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}
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GameObjectAI* m_AI;
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