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Code style (game + scripts only):
"for(" --> "for ("
--HG--
branch : trunk
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@@ -554,7 +554,7 @@ void Spell::SpellDamageSchoolDmg(uint32 effect_idx)
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else if (m_caster->m_form == FORM_SHADOW && (m_spellInfo->SpellFamilyFlags[0] & 0x00002000))
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{
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Unit::AuraEffectList const& ImprMindBlast = m_caster->GetAuraEffectsByType(SPELL_AURA_ADD_FLAT_MODIFIER);
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for(Unit::AuraEffectList::const_iterator i = ImprMindBlast.begin(); i != ImprMindBlast.end(); ++i)
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for (Unit::AuraEffectList::const_iterator i = ImprMindBlast.begin(); i != ImprMindBlast.end(); ++i)
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{
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if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_PRIEST &&
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((*i)->GetSpellProto()->SpellIconID == 95))
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@@ -1908,7 +1908,7 @@ void Spell::EffectDummy(uint32 i)
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Unit::AttackerSet attackers = unitTarget->getAttackers();
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// selected from list 3
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for(int i = 0; i < std::min(size_t(3),attackers.size()); ++i)
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for (int i = 0; i < std::min(size_t(3),attackers.size()); ++i)
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{
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Unit::AttackerSet::iterator aItr = attackers.begin();
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std::advance(aItr, rand() % attackers.size());
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@@ -4180,7 +4180,7 @@ void Spell::EffectEnchantItemTmp(uint32 i)
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}
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for(int j = BASE_ATTACK; j <= OFF_ATTACK; ++j)
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for (int j = BASE_ATTACK; j <= OFF_ATTACK; ++j)
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{
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if (Item* item = p_caster->GetWeaponForAttack(WeaponAttackType(j)))
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{
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@@ -7372,7 +7372,7 @@ void Spell::EffectActivateRune(uint32 eff_idx)
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uint32 count = damage;
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if (count == 0) count = 1;
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for(uint32 j = 0; j < MAX_RUNES && count > 0; ++j)
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for (uint32 j = 0; j < MAX_RUNES && count > 0; ++j)
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{
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if(plr->GetRuneCooldown(j) && plr->GetCurrentRune(j) == RuneType(m_spellInfo->EffectMiscValue[eff_idx]))
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{
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@@ -7387,7 +7387,7 @@ void Spell::EffectActivateRune(uint32 eff_idx)
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if (eff_idx != 0)
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return;
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for(uint32 i = 0; i < MAX_RUNES; ++i)
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for (uint32 i = 0; i < MAX_RUNES; ++i)
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{
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if(plr->GetRuneCooldown(i) && (plr->GetCurrentRune(i) == RUNE_FROST || plr->GetCurrentRune(i) == RUNE_DEATH))
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plr->SetRuneCooldown(i, 0);
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@@ -7657,7 +7657,7 @@ void Spell::EffectRechargeManaGem(uint32 i)
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if (Item* pItem = player->GetItemByEntry(item_id))
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{
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for(int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
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for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
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pItem->SetSpellCharges(x,pProto->Spells[x].SpellCharges);
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pItem->SetState(ITEM_CHANGED,player);
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}
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