diff options
author | megamage <none@none> | 2009-04-08 16:33:46 -0500 |
---|---|---|
committer | megamage <none@none> | 2009-04-08 16:33:46 -0500 |
commit | 1294bbac41501407ab7226a141c69846555dcb56 (patch) | |
tree | ccc9e4a6dee5a348a7f1325a7d95b741b479e2f1 /src/game/BattleGroundAB.cpp | |
parent | 3a21b3d758c83ccaffdd0fbc25c8259fe32203a8 (diff) |
[7632] more "if"-condition related codestyle in battlegroundfiles Author: balrok,Triply
this time with this regex:
sed -i 's/if *( *\(.*\) *)$/if (\1)/' BattleGround*
--HG--
branch : trunk
Diffstat (limited to 'src/game/BattleGroundAB.cpp')
-rw-r--r-- | src/game/BattleGroundAB.cpp | 118 |
1 files changed, 59 insertions, 59 deletions
diff --git a/src/game/BattleGroundAB.cpp b/src/game/BattleGroundAB.cpp index 90bbd411773..40f60960377 100644 --- a/src/game/BattleGroundAB.cpp +++ b/src/game/BattleGroundAB.cpp @@ -60,16 +60,16 @@ void BattleGroundAB::Update(uint32 diff) { BattleGround::Update(diff); - if( GetStatus() == STATUS_IN_PROGRESS ) + if (GetStatus() == STATUS_IN_PROGRESS) { int team_points[BG_TEAMS_COUNT] = { 0, 0 }; for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node) { // 3 sec delay to spawn new banner instead previous despawned one - if( m_BannerTimers[node].timer ) + if (m_BannerTimers[node].timer) { - if( m_BannerTimers[node].timer > diff ) + if (m_BannerTimers[node].timer > diff) m_BannerTimers[node].timer -= diff; else { @@ -79,9 +79,9 @@ void BattleGroundAB::Update(uint32 diff) } // 1-minute to occupy a node from contested state - if( m_NodeTimers[node] ) + if (m_NodeTimers[node]) { - if( m_NodeTimers[node] > diff ) + if (m_NodeTimers[node] > diff) m_NodeTimers[node] -= diff; else { @@ -98,7 +98,7 @@ void BattleGroundAB::Update(uint32 diff) _NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE); // Message to chatlog - if(teamIndex == 0) + if (teamIndex == 0) { // FIXME: team and node names not localized SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_AB_ALLY,_GetNodeNameId(node)); @@ -114,7 +114,7 @@ void BattleGroundAB::Update(uint32 diff) } for (int team = 0; team < BG_TEAMS_COUNT; ++team) - if( m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED ) + if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED) ++team_points[team]; } @@ -122,28 +122,28 @@ void BattleGroundAB::Update(uint32 diff) for (int team = 0; team < BG_TEAMS_COUNT; ++team) { int points = team_points[team]; - if( !points ) + if (!points) continue; m_lastTick[team] += diff; - if( m_lastTick[team] > BG_AB_TickIntervals[points] ) + if (m_lastTick[team] > BG_AB_TickIntervals[points]) { m_lastTick[team] -= BG_AB_TickIntervals[points]; m_TeamScores[team] += BG_AB_TickPoints[points]; m_HonorScoreTics[team] += BG_AB_TickPoints[points]; m_ReputationScoreTics[team] += BG_AB_TickPoints[points]; - if( m_ReputationScoreTics[team] >= m_ReputationTics ) + if (m_ReputationScoreTics[team] >= m_ReputationTics) { (team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE); m_ReputationScoreTics[team] -= m_ReputationTics; } - if( m_HonorScoreTics[team] >= m_HonorTics ) + if (m_HonorScoreTics[team] >= m_HonorTics) { RewardHonorToTeam(GetBonusHonorFromKill(1), (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE); m_HonorScoreTics[team] -= m_HonorTics; } - if( !m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE ) + if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE) { - if( team == BG_TEAM_ALLIANCE ) + if (team == BG_TEAM_ALLIANCE) SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL); else SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL); @@ -151,19 +151,19 @@ void BattleGroundAB::Update(uint32 diff) m_IsInformedNearVictory = true; } - if( m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE ) + if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE) m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE; - if( team == BG_TEAM_ALLIANCE ) + if (team == BG_TEAM_ALLIANCE) UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]); - if( team == BG_TEAM_HORDE ) + if (team == BG_TEAM_HORDE) UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]); } } // Test win condition - if( m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE ) + if (m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE) EndBattleGround(ALLIANCE); - if( m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE ) + if (m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE) EndBattleGround(HORDE); } } @@ -218,19 +218,19 @@ void BattleGroundAB::RemovePlayer(Player * /*plr*/, uint64 /*guid*/) void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger) { - if( GetStatus() != STATUS_IN_PROGRESS ) + if (GetStatus() != STATUS_IN_PROGRESS) return; switch(Trigger) { case 3948: // Arathi Basin Alliance Exit. - if( Source->GetTeam() != ALLIANCE ) + if (Source->GetTeam() != ALLIANCE) Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal"); else Source->LeaveBattleground(); break; case 3949: // Arathi Basin Horde Exit. - if( Source->GetTeam() != HORDE ) + if (Source->GetTeam() != HORDE) Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal"); else Source->LeaveBattleground(); @@ -255,7 +255,7 @@ void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger) void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool delay) { // Just put it into the queue - if( delay ) + if (delay) { m_BannerTimers[node].timer = 2000; m_BannerTimers[node].type = type; @@ -268,7 +268,7 @@ void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool SpawnBGObject(obj, RESPAWN_IMMEDIATELY); // handle aura with banner - if( !type ) + if (!type) return; obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7); SpawnBGObject(obj, RESPAWN_IMMEDIATELY); @@ -280,7 +280,7 @@ void BattleGroundAB::_DelBanner(uint8 node, uint8 type, uint8 teamIndex) SpawnBGObject(obj, RESPAWN_ONE_DAY); // handle aura with banner - if( !type ) + if (!type) return; obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7); SpawnBGObject(obj, RESPAWN_ONE_DAY); @@ -317,9 +317,9 @@ void BattleGroundAB::FillInitialWorldStates(WorldPacket& data) // How many bases each team owns uint8 ally = 0, horde = 0; for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node) - if( m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED ) + if (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED) ++ally; - else if( m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED ) + else if (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED) ++horde; data << uint32(BG_AB_OP_OCCUPIED_BASES_ALLY) << uint32(ally); @@ -340,7 +340,7 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node) // Send node owner state update to refresh map icons on client const uint8 plusArray[] = {0, 2, 3, 0, 1}; - if( m_prevNodes[node] ) + if (m_prevNodes[node]) UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_prevNodes[node]], 0); else UpdateWorldState(BG_AB_OP_NODEICONS[node], 0); @@ -350,9 +350,9 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node) // How many bases each team owns uint8 ally = 0, horde = 0; for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i) - if( m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED ) + if (m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED) ++ally; - else if( m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED ) + else if (m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED) ++horde; UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, ally); @@ -361,30 +361,30 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node) void BattleGroundAB::_NodeOccupied(uint8 node,Team team) { - if( !AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team) ) + if (!AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team)) sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", node, team); // SpawnBGCreature(node,RESPAWN_IMMEDIATELY); uint8 capturedNodes = 0; for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i) { - if( m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i]) + if (m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i]) ++capturedNodes; } - if(capturedNodes >= 5) + if (capturedNodes >= 5) CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team); - if(capturedNodes >= 4) + if (capturedNodes >= 4) CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team); } void BattleGroundAB::_NodeDeOccupied(uint8 node) { - if( node >= BG_AB_DYNAMIC_NODES_COUNT) + if (node >= BG_AB_DYNAMIC_NODES_COUNT) return; // Those who are waiting to resurrect at this node are taken to the closest own node's graveyard std::vector<uint64> ghost_list = m_ReviveQueue[m_BgCreatures[node]]; - if( !ghost_list.empty() ) + if (!ghost_list.empty()) { WorldSafeLocsEntry const *ClosestGrave = NULL; for (std::vector<uint64>::const_iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr) @@ -401,7 +401,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node) } } - if( m_BgCreatures[node] ) + if (m_BgCreatures[node]) DelCreature(node); // buff object isn't despawned @@ -410,7 +410,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node) /* Invoked if a player used a banner as a gameobject */ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*target_obj*/) { - if( GetStatus() != STATUS_IN_PROGRESS ) + if (GetStatus() != STATUS_IN_PROGRESS) return; uint8 node = BG_AB_NODE_STABLES; @@ -421,7 +421,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ obj=HashMapHolder<GameObject>::Find(m_BgObjects[node*8+BG_AB_OBJECT_AURA_CONTESTED]); } - if( node == BG_AB_DYNAMIC_NODES_COUNT) + if (node == BG_AB_DYNAMIC_NODES_COUNT) { // this means our player isn't close to any of banners - maybe cheater ?? return; @@ -430,13 +430,13 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ uint8 teamIndex = GetTeamIndexByTeamId(source->GetTeam()); // Check if player really could use this banner, not cheated - if( !(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2) ) + if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2)) return; source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); uint32 sound = 0; // If node is neutral, change to contested - if( m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL ) + if (m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL) { UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1); m_prevNodes[node] = m_Nodes[node]; @@ -449,7 +449,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME; // FIXME: team and node names not localized - if(teamIndex == 0) + if (teamIndex == 0) SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node), LANG_BG_AB_ALLY); else SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node), LANG_BG_AB_HORDE); @@ -457,10 +457,10 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ sound = BG_AB_SOUND_NODE_CLAIMED; } // If node is contested - else if( (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED) ) + else if ((m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED)) { // If last state is NOT occupied, change node to enemy-contested - if( m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED ) + if (m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED) { UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1); m_prevNodes[node] = m_Nodes[node]; @@ -473,7 +473,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME; // FIXME: node names not localized - if(teamIndex == 0) + if (teamIndex == 0) SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node)); else SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node)); @@ -493,7 +493,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ _NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE); // FIXME: node names not localized - if(teamIndex == 0) + if (teamIndex == 0) SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node)); else SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node)); @@ -515,7 +515,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME; // FIXME: node names not localized - if(teamIndex == 0) + if (teamIndex == 0) SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node)); else SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node)); @@ -524,10 +524,10 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ } // If node is occupied again, send "X has taken the Y" msg. - if( m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED ) + if (m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED) { // FIXME: team and node names not localized - if(teamIndex == 0) + if (teamIndex == 0) SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANG_BG_AB_ALLY, _GetNodeNameId(node)); else SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE, NULL, LANG_BG_AB_HORDE, _GetNodeNameId(node)); @@ -539,7 +539,7 @@ bool BattleGroundAB::SetupBattleGround() { for (int i = 0 ; i < BG_AB_DYNAMIC_NODES_COUNT; ++i) { - if( !AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + 8*i,BG_AB_OBJECTID_NODE_BANNER_0 + i,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY) + if (!AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + 8*i,BG_AB_OBJECTID_NODE_BANNER_0 + i,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(BG_AB_OBJECT_BANNER_CONT_A + 8*i,BG_AB_OBJECTID_BANNER_CONT_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(BG_AB_OBJECT_BANNER_CONT_H + 8*i,BG_AB_OBJECTID_BANNER_CONT_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(BG_AB_OBJECT_BANNER_ALLY + 8*i,BG_AB_OBJECTID_BANNER_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY) @@ -553,7 +553,7 @@ bool BattleGroundAB::SetupBattleGround() return false; } } - if( !AddObject(BG_AB_OBJECT_GATE_A,BG_AB_OBJECTID_GATE_A,BG_AB_DoorPositions[0][0],BG_AB_DoorPositions[0][1],BG_AB_DoorPositions[0][2],BG_AB_DoorPositions[0][3],BG_AB_DoorPositions[0][4],BG_AB_DoorPositions[0][5],BG_AB_DoorPositions[0][6],BG_AB_DoorPositions[0][7],RESPAWN_IMMEDIATELY) + if (!AddObject(BG_AB_OBJECT_GATE_A,BG_AB_OBJECTID_GATE_A,BG_AB_DoorPositions[0][0],BG_AB_DoorPositions[0][1],BG_AB_DoorPositions[0][2],BG_AB_DoorPositions[0][3],BG_AB_DoorPositions[0][4],BG_AB_DoorPositions[0][5],BG_AB_DoorPositions[0][6],BG_AB_DoorPositions[0][7],RESPAWN_IMMEDIATELY) || !AddObject(BG_AB_OBJECT_GATE_H,BG_AB_OBJECTID_GATE_H,BG_AB_DoorPositions[1][0],BG_AB_DoorPositions[1][1],BG_AB_DoorPositions[1][2],BG_AB_DoorPositions[1][3],BG_AB_DoorPositions[1][4],BG_AB_DoorPositions[1][5],BG_AB_DoorPositions[1][6],BG_AB_DoorPositions[1][7],RESPAWN_IMMEDIATELY) ) { @@ -563,7 +563,7 @@ bool BattleGroundAB::SetupBattleGround() //buffs for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i) { - if( !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY) + if (!AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY) || !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 1, Buff_Entries[1], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY) || !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 2, Buff_Entries[2], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY) ) @@ -600,16 +600,16 @@ void BattleGroundAB::Reset() } for (uint8 i = 0; i < BG_AB_ALL_NODES_COUNT; ++i) - if(m_BgCreatures[i]) + if (m_BgCreatures[i]) DelCreature(i); } void BattleGroundAB::EndBattleGround(uint32 winner) { //win reward - if( winner == ALLIANCE ) + if (winner == ALLIANCE) RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE); - if( winner == HORDE ) + if (winner == HORDE) RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE); //complete map_end rewards (even if no team wins) RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE); @@ -625,12 +625,12 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player) // Is there any occupied node for this team? std::vector<uint8> nodes; for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i) - if( m_Nodes[i] == teamIndex + 3 ) + if (m_Nodes[i] == teamIndex + 3) nodes.push_back(i); WorldSafeLocsEntry const* good_entry = NULL; // If so, select the closest node to place ghost on - if( !nodes.empty() ) + if (!nodes.empty()) { float plr_x = player->GetPositionX(); float plr_y = player->GetPositionY(); @@ -639,10 +639,10 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player) for (uint8 i = 0; i < nodes.size(); ++i) { WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[nodes[i]] ); - if( !entry ) + if (!entry) continue; float dist = (entry->x - plr_x)*(entry->x - plr_x)+(entry->y - plr_y)*(entry->y - plr_y); - if( mindist > dist ) + if (mindist > dist) { mindist = dist; good_entry = entry; @@ -651,7 +651,7 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player) nodes.clear(); } // If not, place ghost on starting location - if( !good_entry ) + if (!good_entry) good_entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[teamIndex+5] ); return good_entry; |