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

@@ -36,7 +36,7 @@ MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, DUNGEO
void MapInstanced::InitVisibilityDistance()
{
if(m_InstancedMaps.empty())
if (m_InstancedMaps.empty())
return;
//initialize visibility distances for all instance copies
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
@@ -55,9 +55,9 @@ void MapInstanced::Update(const uint32& t)
while (i != m_InstancedMaps.end())
{
if(i->second->CanUnload(t))
if (i->second->CanUnload(t))
{
if(!DestroyInstance(i)) // iterator incremented
if (!DestroyInstance(i)) // iterator incremented
{
//m_unloadTimer
}
@@ -122,20 +122,20 @@ void MapInstanced::UnloadAll()
*/
Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
{
if(GetId() != mapId || !player)
if (GetId() != mapId || !player)
return NULL;
Map* map = NULL;
uint32 NewInstanceId = 0; // instanceId of the resulting map
if(IsBattleGroundOrArena())
if (IsBattleGroundOrArena())
{
// instantiate or find existing bg map for player
// the instance id is set in battlegroundid
NewInstanceId = player->GetBattleGroundId();
if(!NewInstanceId) return NULL;
if (!NewInstanceId) return NULL;
map = _FindMap(NewInstanceId);
if(!map)
if (!map)
map = CreateBattleGround(NewInstanceId, player->GetBattleGround());
}
else
@@ -145,21 +145,21 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
// the player's permanent player bind is taken into consideration first
// then the player's group bind and finally the solo bind.
if(!pBind || !pBind->perm)
if (!pBind || !pBind->perm)
{
InstanceGroupBind *groupBind = NULL;
Group *group = player->GetGroup();
// use the player's difficulty setting (it may not be the same as the group's)
if(group && (groupBind = group->GetBoundInstance(this)))
if (group && (groupBind = group->GetBoundInstance(this)))
pSave = groupBind->save;
}
if(pSave)
if (pSave)
{
// solo/perm/group
NewInstanceId = pSave->GetInstanceId();
map = _FindMap(NewInstanceId);
// it is possible that the save exists but the map doesn't
if(!map)
if (!map)
map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
}
else
@@ -183,13 +183,13 @@ InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save,
// make sure we have a valid map id
const MapEntry* entry = sMapStore.LookupEntry(GetId());
if(!entry)
if (!entry)
{
sLog.outError("CreateInstance: no entry for map %d", GetId());
assert(false);
}
const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
if(!iTemplate)
if (!iTemplate)
{
sLog.outError("CreateInstance: no instance template for map %d", GetId());
assert(false);
@@ -236,7 +236,7 @@ BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGroun
bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
{
itr->second->RemoveAllPlayers();
if(itr->second->HavePlayers())
if (itr->second->HavePlayers())
{
++itr;
return false;
@@ -244,7 +244,7 @@ bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
itr->second->UnloadAll();
// should only unload VMaps if this is the last instance and grid unloading is enabled
if(m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
if (m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
{
VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
// in that case, unload grids of the base map, too