Code style (game + scripts only):

"if(" --> "if ("

--HG--
branch : trunk
This commit is contained in:
Spp
2010-04-07 19:14:10 +02:00
parent 2e127f7a30
commit d19e127080
254 changed files with 9517 additions and 9517 deletions

View File

@@ -27,7 +27,7 @@
int GuardAI::Permissible(const Creature *creature)
{
if( creature->isGuard())
if ( creature->isGuard())
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
@@ -43,12 +43,12 @@ void GuardAI::MoveInLineOfSight(Unit *u)
if ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
return;
if( !m_creature->getVictim() && m_creature->canAttack(u) &&
if ( !m_creature->getVictim() && m_creature->canAttack(u) &&
( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
u->isInAccessiblePlaceFor(m_creature))
{
float attackRadius = m_creature->GetAttackDistance(u);
if(m_creature->IsWithinDistInMap(u,attackRadius))
if (m_creature->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
@@ -59,7 +59,7 @@ void GuardAI::MoveInLineOfSight(Unit *u)
void GuardAI::EnterEvadeMode()
{
if( !m_creature->isAlive() )
if ( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
@@ -74,19 +74,19 @@ void GuardAI::EnterEvadeMode()
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
if ( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( !victim ->isAlive() )
else if ( !victim ->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->HasStealthAura() )
else if ( victim ->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->isInFlight() )
else if ( victim ->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
}
@@ -102,21 +102,21 @@ void GuardAI::EnterEvadeMode()
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
if ( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
if (!UpdateVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
if( m_creature->isAttackReady() )
if ( m_creature->isAttackReady() )
{
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
if ( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
@@ -132,7 +132,7 @@ bool GuardAI::IsVisible(Unit *pl) const
void GuardAI::JustDied(Unit *killer)
{
if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pkiller);
}