mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-23 02:25:38 +01:00
Code style (game + scripts only):
"while(" --> "while ("
--HG--
branch : trunk
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@@ -1379,9 +1379,9 @@ bool Position::HasInArc(float arc, const Position *obj) const
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return true;
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// move arc to range 0.. 2*pi
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while( arc >= 2.0f * M_PI )
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while ( arc >= 2.0f * M_PI )
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arc -= 2.0f * M_PI;
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while( arc < 0 )
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while ( arc < 0 )
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arc += 2.0f * M_PI;
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float angle = GetAngle( obj );
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@@ -1397,9 +1397,9 @@ bool Position::HasInArc(float arc, const Position *obj) const
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//}
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// move angle to range -pi ... +pi
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while( angle > M_PI)
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while ( angle > M_PI)
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angle -= 2.0f * M_PI;
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while(angle < -M_PI)
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while (angle < -M_PI)
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angle += 2.0f * M_PI;
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float lborder = -1 * (arc/2.0f); // in range -pi..0
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@@ -2070,9 +2070,9 @@ namespace Trinity
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float angle = i_object.GetAngle(u)-i_angle;
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// move angle to range -pi ... +pi
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while( angle > M_PI)
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while ( angle > M_PI)
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angle -= 2.0f * M_PI;
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while(angle < -M_PI)
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while (angle < -M_PI)
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angle += 2.0f * M_PI;
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// dist include size of u
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@@ -2167,7 +2167,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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selector.InitializeAngle();
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// select in positions after current nodes (selection one by one)
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while(selector.NextAngle(angle)) // angle for free pos
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while (selector.NextAngle(angle)) // angle for free pos
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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@@ -2207,7 +2207,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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selector.InitializeAngle();
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// select in positions after current nodes (selection one by one)
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while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
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while (selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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