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

@@ -28,19 +28,19 @@
void UnitAI::AttackStart(Unit *victim)
{
if(victim && me->Attack(victim, true))
if (victim && me->Attack(victim, true))
me->GetMotionMaster()->MoveChase(victim);
}
void UnitAI::AttackStartCaster(Unit *victim, float dist)
{
if(victim && me->Attack(victim, false))
if (victim && me->Attack(victim, false))
me->GetMotionMaster()->MoveChase(victim, dist);
}
void UnitAI::DoMeleeAttackIfReady()
{
if(me->hasUnitState(UNIT_STAT_CASTING))
if (me->hasUnitState(UNIT_STAT_CASTING))
return;
//Make sure our attack is ready and we aren't currently casting before checking distance
@@ -66,12 +66,12 @@ void UnitAI::DoMeleeAttackIfReady()
bool UnitAI::DoSpellAttackIfReady(uint32 spell)
{
if(me->hasUnitState(UNIT_STAT_CASTING))
if (me->hasUnitState(UNIT_STAT_CASTING))
return true;
if(me->isAttackReady())
if (me->isAttackReady())
{
if(me->IsWithinCombatRange(me->getVictim(), GetSpellMaxRange(spell, false)))
if (me->IsWithinCombatRange(me->getVictim(), GetSpellMaxRange(spell, false)))
{
me->CastSpell(me->getVictim(), spell, false);
me->resetAttackTimer();
@@ -229,11 +229,11 @@ void UnitAI::DoCast(uint32 spellId)
}
}
if(target)
if (target)
me->CastSpell(target, spellId, false);
}
#define UPDATE_TARGET(a) {if(AIInfo->target<a) AIInfo->target=a;}
#define UPDATE_TARGET(a) {if (AIInfo->target<a) AIInfo->target=a;}
void UnitAI::FillAISpellInfo()
{
@@ -245,20 +245,20 @@ void UnitAI::FillAISpellInfo()
for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i, ++AIInfo)
{
spellInfo = GetSpellStore()->LookupEntry(i);
if(!spellInfo)
if (!spellInfo)
continue;
if(spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD)
if (spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD)
AIInfo->condition = AICOND_DIE;
else if(IsPassiveSpell(i) || GetSpellDuration(spellInfo) == -1)
else if (IsPassiveSpell(i) || GetSpellDuration(spellInfo) == -1)
AIInfo->condition = AICOND_AGGRO;
else
AIInfo->condition = AICOND_COMBAT;
if(AIInfo->cooldown < spellInfo->RecoveryTime)
if (AIInfo->cooldown < spellInfo->RecoveryTime)
AIInfo->cooldown = spellInfo->RecoveryTime;
if(!GetSpellMaxRange(spellInfo, false))
if (!GetSpellMaxRange(spellInfo, false))
UPDATE_TARGET(AITARGET_SELF)
else
{
@@ -266,17 +266,17 @@ void UnitAI::FillAISpellInfo()
{
uint32 targetType = spellInfo->EffectImplicitTargetA[j];
if(targetType == TARGET_UNIT_TARGET_ENEMY
if (targetType == TARGET_UNIT_TARGET_ENEMY
|| targetType == TARGET_DST_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_VICTIM)
else if(targetType == TARGET_UNIT_AREA_ENEMY_DST)
else if (targetType == TARGET_UNIT_AREA_ENEMY_DST)
UPDATE_TARGET(AITARGET_ENEMY)
if(spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
if (spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
{
if(targetType == TARGET_UNIT_TARGET_ENEMY)
if (targetType == TARGET_UNIT_TARGET_ENEMY)
UPDATE_TARGET(AITARGET_DEBUFF)
else if(IsPositiveSpell(i))
else if (IsPositiveSpell(i))
UPDATE_TARGET(AITARGET_BUFF)
}
}
@@ -296,21 +296,21 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
Creature *charmer = me->GetCharmer()->ToCreature();
//kill self if charm aura has infinite duration
if(charmer->IsInEvadeMode())
if (charmer->IsInEvadeMode())
{
Unit::AuraEffectList const& auras = me->GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
for (Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
{
charmer->Kill(me);
return;
}
}
if(!charmer->isInCombat())
if (!charmer->isInCombat())
me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle());
Unit *target = me->getVictim();
if(!target || !charmer->canAttack(target))
if (!target || !charmer->canAttack(target))
AttackStart(charmer->SelectNearestTarget());
}