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

@@ -256,8 +256,8 @@ void WorldSession::HandleAutoEquipItemOpcode(WorldPacket & recvData)
_player->AutoUnequipOffhandIfNeed();
// Xinef: Call this here after all needed items are equipped
_player->RemoveItemDependentAurasAndCasts((Item*)NULL);
// Xinef: Call this here after all needed items are equipped
_player->RemoveItemDependentAurasAndCasts((Item*)NULL);
}
}
@@ -306,131 +306,131 @@ void WorldSession::HandleDestroyItemOpcode(WorldPacket & recvData)
void ItemTemplate::InitializeQueryData()
{
queryData.Initialize(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 1);
queryData.Initialize(SMSG_ITEM_QUERY_SINGLE_RESPONSE, 1);
queryData << ItemId;
queryData << Class;
queryData << SubClass;
queryData << SoundOverrideSubclass;
queryData << Name1;
queryData << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
queryData << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00);
queryData << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00);
queryData << DisplayInfoID;
queryData << Quality;
queryData << Flags;
queryData << Flags2;
queryData << BuyPrice;
queryData << SellPrice;
queryData << InventoryType;
queryData << AllowableClass;
queryData << AllowableRace;
queryData << ItemLevel;
queryData << RequiredLevel;
queryData << RequiredSkill;
queryData << RequiredSkillRank;
queryData << RequiredSpell;
queryData << RequiredHonorRank;
queryData << RequiredCityRank;
queryData << RequiredReputationFaction;
queryData << RequiredReputationRank;
queryData << int32(MaxCount);
queryData << int32(Stackable);
queryData << ContainerSlots;
queryData << StatsCount; // item stats count
for (uint32 i = 0; i < StatsCount; ++i)
{
queryData << ItemStat[i].ItemStatType;
queryData << ItemStat[i].ItemStatValue;
}
queryData << ScalingStatDistribution; // scaling stats distribution
queryData << ScalingStatValue; // some kind of flags used to determine stat values column
for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
queryData << Damage[i].DamageMin;
queryData << Damage[i].DamageMax;
queryData << Damage[i].DamageType;
}
queryData << ItemId;
queryData << Class;
queryData << SubClass;
queryData << SoundOverrideSubclass;
queryData << Name1;
queryData << uint8(0x00); //pProto->Name2; // blizz not send name there, just uint8(0x00); <-- \0 = empty string = empty name...
queryData << uint8(0x00); //pProto->Name3; // blizz not send name there, just uint8(0x00);
queryData << uint8(0x00); //pProto->Name4; // blizz not send name there, just uint8(0x00);
queryData << DisplayInfoID;
queryData << Quality;
queryData << Flags;
queryData << Flags2;
queryData << BuyPrice;
queryData << SellPrice;
queryData << InventoryType;
queryData << AllowableClass;
queryData << AllowableRace;
queryData << ItemLevel;
queryData << RequiredLevel;
queryData << RequiredSkill;
queryData << RequiredSkillRank;
queryData << RequiredSpell;
queryData << RequiredHonorRank;
queryData << RequiredCityRank;
queryData << RequiredReputationFaction;
queryData << RequiredReputationRank;
queryData << int32(MaxCount);
queryData << int32(Stackable);
queryData << ContainerSlots;
queryData << StatsCount; // item stats count
for (uint32 i = 0; i < StatsCount; ++i)
{
queryData << ItemStat[i].ItemStatType;
queryData << ItemStat[i].ItemStatValue;
}
queryData << ScalingStatDistribution; // scaling stats distribution
queryData << ScalingStatValue; // some kind of flags used to determine stat values column
for (int i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
queryData << Damage[i].DamageMin;
queryData << Damage[i].DamageMax;
queryData << Damage[i].DamageType;
}
// resistances (7)
queryData << Armor;
queryData << HolyRes;
queryData << FireRes;
queryData << NatureRes;
queryData << FrostRes;
queryData << ShadowRes;
queryData << ArcaneRes;
// resistances (7)
queryData << Armor;
queryData << HolyRes;
queryData << FireRes;
queryData << NatureRes;
queryData << FrostRes;
queryData << ShadowRes;
queryData << ArcaneRes;
queryData << Delay;
queryData << AmmoType;
queryData << RangedModRange;
queryData << Delay;
queryData << AmmoType;
queryData << RangedModRange;
for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
{
// send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
// use `item_template` or if not set then only use spell cooldowns
SpellInfo const* spell = sSpellMgr->GetSpellInfo(Spells[s].SpellId);
if (spell)
{
bool db_data = Spells[s].SpellCooldown >= 0 || Spells[s].SpellCategoryCooldown >= 0;
for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
{
// send DBC data for cooldowns in same way as it used in Spell::SendSpellCooldown
// use `item_template` or if not set then only use spell cooldowns
SpellInfo const* spell = sSpellMgr->GetSpellInfo(Spells[s].SpellId);
if (spell)
{
bool db_data = Spells[s].SpellCooldown >= 0 || Spells[s].SpellCategoryCooldown >= 0;
queryData << Spells[s].SpellId;
queryData << Spells[s].SpellTrigger;
queryData << uint32(-abs(Spells[s].SpellCharges));
queryData << Spells[s].SpellId;
queryData << Spells[s].SpellTrigger;
queryData << uint32(-abs(Spells[s].SpellCharges));
if (db_data)
{
queryData << uint32(Spells[s].SpellCooldown);
queryData << uint32(Spells[s].SpellCategory);
queryData << uint32(Spells[s].SpellCategoryCooldown);
}
else
{
queryData << uint32(spell->RecoveryTime);
queryData << uint32(spell->GetCategory());
queryData << uint32(spell->CategoryRecoveryTime);
}
}
else
{
queryData << uint32(0);
queryData << uint32(0);
queryData << uint32(0);
queryData << uint32(-1);
queryData << uint32(0);
queryData << uint32(-1);
}
}
queryData << Bonding;
queryData << Description;
queryData << PageText;
queryData << LanguageID;
queryData << PageMaterial;
queryData << StartQuest;
queryData << LockID;
queryData << int32(Material);
queryData << Sheath;
queryData << RandomProperty;
queryData << RandomSuffix;
queryData << Block;
queryData << ItemSet;
queryData << MaxDurability;
queryData << Area;
queryData << Map; // Added in 1.12.x & 2.0.1 client branch
queryData << BagFamily;
queryData << TotemCategory;
for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s)
{
queryData << Socket[s].Color;
queryData << Socket[s].Content;
}
queryData << socketBonus;
queryData << GemProperties;
queryData << RequiredDisenchantSkill;
queryData << ArmorDamageModifier;
queryData << Duration; // added in 2.4.2.8209, duration (seconds)
queryData << ItemLimitCategory; // WotLK, ItemLimitCategory
queryData << HolidayId; // Holiday.dbc?
if (db_data)
{
queryData << uint32(Spells[s].SpellCooldown);
queryData << uint32(Spells[s].SpellCategory);
queryData << uint32(Spells[s].SpellCategoryCooldown);
}
else
{
queryData << uint32(spell->RecoveryTime);
queryData << uint32(spell->GetCategory());
queryData << uint32(spell->CategoryRecoveryTime);
}
}
else
{
queryData << uint32(0);
queryData << uint32(0);
queryData << uint32(0);
queryData << uint32(-1);
queryData << uint32(0);
queryData << uint32(-1);
}
}
queryData << Bonding;
queryData << Description;
queryData << PageText;
queryData << LanguageID;
queryData << PageMaterial;
queryData << StartQuest;
queryData << LockID;
queryData << int32(Material);
queryData << Sheath;
queryData << RandomProperty;
queryData << RandomSuffix;
queryData << Block;
queryData << ItemSet;
queryData << MaxDurability;
queryData << Area;
queryData << Map; // Added in 1.12.x & 2.0.1 client branch
queryData << BagFamily;
queryData << TotemCategory;
for (int s = 0; s < MAX_ITEM_PROTO_SOCKETS; ++s)
{
queryData << Socket[s].Color;
queryData << Socket[s].Content;
}
queryData << socketBonus;
queryData << GemProperties;
queryData << RequiredDisenchantSkill;
queryData << ArmorDamageModifier;
queryData << Duration; // added in 2.4.2.8209, duration (seconds)
queryData << ItemLimitCategory; // WotLK, ItemLimitCategory
queryData << HolidayId; // Holiday.dbc?
}
// Only _static_ data send in this packet !!!
@@ -586,7 +586,7 @@ void WorldSession::HandleSellItemOpcode(WorldPacket & recvData)
_player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
pItem->RemoveFromUpdateQueueOf(_player);
_player->AddItemToBuyBackSlot(pItem);
_player->UpdateTitansGrip();
_player->UpdateTitansGrip();
}
uint32 money = pProto->SellPrice * count;
@@ -871,7 +871,7 @@ void WorldSession::HandleAutoStoreBagItemOpcode(WorldPacket & recvData)
_player->RemoveItem(srcbag, srcslot, true);
_player->StoreItem(dest, pItem, true);
_player->UpdateTitansGrip();
_player->UpdateTitansGrip();
}
void WorldSession::HandleBuyBankSlotOpcode(WorldPacket& recvPacket)
@@ -958,7 +958,7 @@ void WorldSession::HandleAutoBankItemOpcode(WorldPacket& recvPacket)
_player->RemoveItem(srcbag, srcslot, true);
_player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
_player->BankItem(dest, pItem, true);
_player->UpdateTitansGrip();
_player->UpdateTitansGrip();
}
void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
@@ -990,8 +990,8 @@ void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
}
_player->RemoveItem(srcbag, srcslot, true);
if (Item const* storedItem = _player->StoreItem(dest, pItem, true))
_player->ItemAddedQuestCheck(storedItem->GetEntry(), storedItem->GetCount());
if (Item const* storedItem = _player->StoreItem(dest, pItem, true))
_player->ItemAddedQuestCheck(storedItem->GetEntry(), storedItem->GetCount());
}
else // moving from inventory to bank
{
@@ -1005,7 +1005,7 @@ void WorldSession::HandleAutoStoreBankItemOpcode(WorldPacket& recvPacket)
_player->RemoveItem(srcbag, srcslot, true);
_player->BankItem(dest, pItem, true);
_player->UpdateTitansGrip();
_player->UpdateTitansGrip();
}
}
@@ -1107,8 +1107,8 @@ void WorldSession::HandleWrapItemOpcode(WorldPacket& recvData)
return;
}
// xinef: do not allow to wrap removed items, just in case
if (item->GetState() == ITEM_REMOVED)
// xinef: do not allow to wrap removed items, just in case
if (item->GetState() == ITEM_REMOVED)
{
_player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
return;
@@ -1182,7 +1182,7 @@ void WorldSession::HandleWrapItemOpcode(WorldPacket& recvData)
item->SetState(ITEM_CHANGED, _player);
// after save it will be impossible to remove the item from the queue
_player->SaveInventoryAndGoldToDB(trans);
_player->SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);