*apply trinity style to whole source

*comment out all mangos to trinity defines
*this will make merging a little harder, but code will be more clear

--HG--
branch : trunk
This commit is contained in:
Rat
2009-12-20 15:20:04 +01:00
parent baa264e615
commit 6fe36efe0f
49 changed files with 227 additions and 223 deletions

View File

@@ -358,8 +358,8 @@ void GameObject::Update(uint32 /*p_time*/)
// environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
// affect only players
Player* player = NULL;
MaNGOS::AnyPlayerInObjectRangeCheck checker(this, radius);
MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
Trinity::AnyPlayerInObjectRangeCheck checker(this, radius);
Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
VisitNearbyWorldObject(radius, searcher);
ok = player;
}
@@ -867,8 +867,8 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
CellLock<GridReadGuard> cell_lock(cell, p);
@@ -888,8 +888,8 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
MaNGOS::NearestGameObjectFishingHole u_check(*this, range);
MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole> checker(this, ok, u_check);
Trinity::NearestGameObjectFishingHole u_check(*this, range);
Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(this, ok, u_check);
CellLock<GridReadGuard> cell_lock(cell, p);