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authorSpp <none@none>2010-04-07 19:14:10 +0200
committerSpp <none@none>2010-04-07 19:14:10 +0200
commitd19e12708001fbef2308be0e8cb5375a2ac7af48 (patch)
tree09fc8f67a6197802e0512950f0b0a3438a9834e8 /src/game/BattleGroundAV.cpp
parent2e127f7a30706dc1d40c65de22ff02851732da24 (diff)
Code style (game + scripts only):
"if(" --> "if (" --HG-- branch : trunk
Diffstat (limited to 'src/game/BattleGroundAV.cpp')
-rw-r--r--src/game/BattleGroundAV.cpp298
1 files changed, 149 insertions, 149 deletions
diff --git a/src/game/BattleGroundAV.cpp b/src/game/BattleGroundAV.cpp
index 4ab1cc3bb91..4a4e30ab329 100644
--- a/src/game/BattleGroundAV.cpp
+++ b/src/game/BattleGroundAV.cpp
@@ -51,7 +51,7 @@ const uint16 BattleGroundAV::GetBonusHonor(uint8 kills) //TODO: move this functi
void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer)
{
- if(GetStatus() != STATUS_IN_PROGRESS)
+ if (GetStatus() != STATUS_IN_PROGRESS)
return;
BattleGround::HandleKillPlayer(player, killer);
@@ -61,10 +61,10 @@ void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer)
void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
{
sLog.outDebug("bg_av HandleKillUnit %i",unit->GetEntry());
- if(GetStatus() != STATUS_IN_PROGRESS)
+ if (GetStatus() != STATUS_IN_PROGRESS)
return;
uint32 entry = unit->GetEntry();
- if(entry == BG_AV_CreatureInfo[AV_NPC_A_BOSS][0])
+ if (entry == BG_AV_CreatureInfo[AV_NPC_A_BOSS][0])
{
CastSpellOnTeam(23658,HORDE); //this is a spell which finishes a quest where a player has to kill the boss
RewardReputationToTeam(729,BG_AV_REP_BOSS,HORDE);
@@ -78,9 +78,9 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_BOSS),ALLIANCE);
EndBattleGround(ALLIANCE);
}
- else if(entry == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0])
+ else if (entry == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0])
{
- if(!m_CaptainAlive[0])
+ if (!m_CaptainAlive[0])
{
sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\"");
return;
@@ -93,13 +93,13 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
for (uint8 i=0; i<=9; i++)
SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+i,RESPAWN_IMMEDIATELY);
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
- if(creature)
+ if (creature)
YellToAll(creature,GetTrinityString(LANG_BG_AV_A_CAPTAIN_DEAD),LANG_UNIVERSAL);
}
else if ( entry == BG_AV_CreatureInfo[AV_NPC_H_CAPTAIN][0] )
{
- if(!m_CaptainAlive[1])
+ if (!m_CaptainAlive[1])
{
sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\"");
return;
@@ -112,7 +112,7 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
for (uint8 i=0; i<=9; i++)
SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_HORDE+i,RESPAWN_IMMEDIATELY);
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
- if(creature)
+ if (creature)
YellToAll(creature,GetTrinityString(LANG_BG_AV_H_CAPTAIN_DEAD),LANG_UNIVERSAL);
}
else if ( entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_N_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_A_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_H_4][0])
@@ -135,7 +135,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
case AV_QUEST_H_SCRAPS1:
case AV_QUEST_H_SCRAPS2:
m_Team_QuestStatus[team][0]+=20;
- if(m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500) //25,50,75 turn ins
+ if (m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500) //25,50,75 turn ins
{
sLog.outDebug("BG_AV Quest %i completed starting with unit upgrading..",questid);
for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
@@ -151,21 +151,21 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
case AV_QUEST_H_COMMANDER1:
m_Team_QuestStatus[team][1]++;
RewardReputationToTeam(team,1,player->GetTeam());
- if(m_Team_QuestStatus[team][1] == 30)
+ if (m_Team_QuestStatus[team][1] == 30)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_COMMANDER2:
case AV_QUEST_H_COMMANDER2:
m_Team_QuestStatus[team][2]++;
RewardReputationToTeam(team,1,player->GetTeam());
- if(m_Team_QuestStatus[team][2] == 60)
+ if (m_Team_QuestStatus[team][2] == 60)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_COMMANDER3:
case AV_QUEST_H_COMMANDER3:
m_Team_QuestStatus[team][3]++;
RewardReputationToTeam(team,1,player->GetTeam());
- if(m_Team_QuestStatus[team][1] == 120)
+ if (m_Team_QuestStatus[team][1] == 120)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_BOSS1:
@@ -174,46 +174,46 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
case AV_QUEST_A_BOSS2:
case AV_QUEST_H_BOSS2:
m_Team_QuestStatus[team][4]++;
- if(m_Team_QuestStatus[team][4] >= 200)
+ if (m_Team_QuestStatus[team][4] >= 200)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
break;
case AV_QUEST_A_NEAR_MINE:
case AV_QUEST_H_NEAR_MINE:
m_Team_QuestStatus[team][5]++;
- if(m_Team_QuestStatus[team][5] == 28)
+ if (m_Team_QuestStatus[team][5] == 28)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
- if(m_Team_QuestStatus[team][6] == 7)
+ if (m_Team_QuestStatus[team][6] == 7)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid);
}
break;
case AV_QUEST_A_OTHER_MINE:
case AV_QUEST_H_OTHER_MINE:
m_Team_QuestStatus[team][6]++;
- if(m_Team_QuestStatus[team][6] == 7)
+ if (m_Team_QuestStatus[team][6] == 7)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
- if(m_Team_QuestStatus[team][5] == 20)
+ if (m_Team_QuestStatus[team][5] == 20)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid);
}
break;
case AV_QUEST_A_RIDER_HIDE:
case AV_QUEST_H_RIDER_HIDE:
m_Team_QuestStatus[team][7]++;
- if(m_Team_QuestStatus[team][7] == 25)
+ if (m_Team_QuestStatus[team][7] == 25)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
- if(m_Team_QuestStatus[team][8] == 25)
+ if (m_Team_QuestStatus[team][8] == 25)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid);
}
break;
case AV_QUEST_A_RIDER_TAME:
case AV_QUEST_H_RIDER_TAME:
m_Team_QuestStatus[team][8]++;
- if(m_Team_QuestStatus[team][8] == 25)
+ if (m_Team_QuestStatus[team][8] == 25)
{
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
- if(m_Team_QuestStatus[team][7] == 25)
+ if (m_Team_QuestStatus[team][7] == 25)
sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid);
}
break;
@@ -231,14 +231,14 @@ void BattleGroundAV::UpdateScore(uint16 team, int16 points )
m_Team_Scores[teamindex] += points;
UpdateWorldState(((teamindex==BG_TEAM_HORDE)?AV_Horde_Score:AV_Alliance_Score), m_Team_Scores[teamindex]);
- if( points < 0)
+ if ( points < 0)
{
- if( m_Team_Scores[teamindex] < 1)
+ if ( m_Team_Scores[teamindex] < 1)
{
m_Team_Scores[teamindex]=0;
EndBattleGround(((teamindex==BG_TEAM_HORDE)?ALLIANCE:HORDE));
}
- else if(!m_IsInformedNearVictory[teamindex] && m_Team_Scores[teamindex] < SEND_MSG_NEAR_LOSE)
+ else if (!m_IsInformedNearVictory[teamindex] && m_Team_Scores[teamindex] < SEND_MSG_NEAR_LOSE)
{
SendMessageToAll(teamindex==BG_TEAM_HORDE?LANG_BG_AV_H_NEAR_LOSE:LANG_BG_AV_A_NEAR_LOSE, teamindex==BG_TEAM_HORDE ? CHAT_MSG_BG_SYSTEM_HORDE : CHAT_MSG_BG_SYSTEM_ALLIANCE);
PlaySoundToAll(AV_SOUND_NEAR_VICTORY);
@@ -274,7 +274,7 @@ Creature* BattleGroundAV::AddAVCreature(uint16 cinfoid, uint16 type)
if ((isStatic && cinfoid>=10 && cinfoid<=14) || (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3) ||
(cinfoid >= AV_NPC_H_GRAVEDEFENSE0 && cinfoid <= AV_NPC_H_GRAVEDEFENSE3))))
{
- if(!isStatic && ((cinfoid>=AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3)
+ if (!isStatic && ((cinfoid>=AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3)
|| (cinfoid >= AV_NPC_H_GRAVEDEFENSE0 && cinfoid <= AV_NPC_H_GRAVEDEFENSE3)))
{
CreatureData &data = objmgr.NewOrExistCreatureData(creature->GetDBTableGUIDLow());
@@ -299,28 +299,28 @@ void BattleGroundAV::Update(uint32 diff)
{
BattleGround::Update(diff);
- if(GetStatus() == STATUS_IN_PROGRESS)
+ if (GetStatus() == STATUS_IN_PROGRESS)
{
for (uint8 i=0; i<=1; i++)//0=alliance, 1=horde
{
- if(!m_CaptainAlive[i])
+ if (!m_CaptainAlive[i])
continue;
- if(m_CaptainBuffTimer[i] > diff)
+ if (m_CaptainBuffTimer[i] > diff)
m_CaptainBuffTimer[i] -= diff;
else
{
- if(i==0)
+ if (i==0)
{
CastSpellOnTeam(AV_BUFF_A_CAPTAIN,ALLIANCE);
Creature* creature = GetBGCreature(AV_CPLACE_MAX + 61);
- if(creature)
+ if (creature)
YellToAll(creature,LANG_BG_AV_A_CAPTAIN_BUFF,LANG_COMMON);
}
else
{
CastSpellOnTeam(AV_BUFF_H_CAPTAIN,HORDE);
Creature* creature = GetBGCreature(AV_CPLACE_MAX + 59); //TODO: make the captains a dynamic creature
- if(creature)
+ if (creature)
YellToAll(creature,LANG_BG_AV_H_CAPTAIN_BUFF,LANG_ORCISH);
}
m_CaptainBuffTimer[i] = 120000 + urand(0,4)* 60000; //as far as i could see, the buff is randomly so i make 2minutes (thats the duration of the buff itself) + 0-4minutes TODO get the right times
@@ -330,26 +330,26 @@ void BattleGroundAV::Update(uint32 diff)
m_Mine_Timer -=diff;
for (uint8 mine=0; mine <2; mine++)
{
- if(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE)
+ if (m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE)
{
- if( m_Mine_Timer <= 0)
+ if ( m_Mine_Timer <= 0)
UpdateScore(m_Mine_Owner[mine],1);
- if(m_Mine_Reclaim_Timer[mine] > diff)
+ if (m_Mine_Reclaim_Timer[mine] > diff)
m_Mine_Reclaim_Timer[mine] -= diff;
else{ //we don't need to set this timer to 0 cause this codepart wont get called when this thing is 0
ChangeMineOwner(mine,AV_NEUTRAL_TEAM);
}
}
}
- if( m_Mine_Timer <= 0)
+ if ( m_Mine_Timer <= 0)
m_Mine_Timer=AV_MINE_TICK_TIMER; //this is at the end, cause we need to update both mines
//looks for all timers of the nodes and destroy the building (for graveyards the building wont get destroyed, it goes just to the other team
for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
- if(m_Nodes[i].State == POINT_ASSAULTED) //maybe remove this
+ if (m_Nodes[i].State == POINT_ASSAULTED) //maybe remove this
{
- if(m_Nodes[i].Timer > diff)
+ if (m_Nodes[i].Timer > diff)
m_Nodes[i].Timer -= diff;
else
EventPlayerDestroyedPoint( i);
@@ -386,7 +386,7 @@ void BattleGroundAV::AddPlayer(Player *plr)
//create score and add it to map, default values are set in constructor
BattleGroundAVScore* sc = new BattleGroundAVScore;
m_PlayerScores[plr->GetGUID()] = sc;
- if(m_MaxLevel==0)
+ if (m_MaxLevel==0)
m_MaxLevel=(plr->getLevel()%10 == 0)? plr->getLevel() : (plr->getLevel()-(plr->getLevel()%10))+10; //TODO: just look at the code \^_^/ --but queue-info should provide this information..
}
@@ -399,9 +399,9 @@ void BattleGroundAV::EndBattleGround(uint32 winner)
uint8 rep[2]={0,0}; //0=ally 1=horde
for (BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
{
- if(m_Nodes[i].State == POINT_CONTROLED)
+ if (m_Nodes[i].State == POINT_CONTROLED)
{
- if(m_Nodes[i].Owner == ALLIANCE)
+ if (m_Nodes[i].Owner == ALLIANCE)
{
rep[0] += BG_AV_REP_SURVIVING_TOWER;
kills[0] += BG_AV_KILL_SURVIVING_TOWER;
@@ -416,14 +416,14 @@ void BattleGroundAV::EndBattleGround(uint32 winner)
for (int i=0; i<=1; i++) //0=ally 1=horde
{
- if(m_CaptainAlive[i])
+ if (m_CaptainAlive[i])
{
kills[i] += BG_AV_KILL_SURVIVING_CAPTAIN;
rep[i] += BG_AV_REP_SURVIVING_CAPTAIN;
}
- if(rep[i] != 0)
+ if (rep[i] != 0)
RewardReputationToTeam((i == 0)?730:729,rep[i],(i == 0)?ALLIANCE:HORDE);
- if(kills[i] != 0)
+ if (kills[i] != 0)
RewardHonorToTeam(GetBonusHonor(kills[i]),(i == 0)?ALLIANCE:HORDE);
}
@@ -433,7 +433,7 @@ void BattleGroundAV::EndBattleGround(uint32 winner)
void BattleGroundAV::RemovePlayer(Player* plr,uint64 /*guid*/)
{
- if(!plr)
+ if (!plr)
{
sLog.outError("bg_AV no player at remove");
return;
@@ -455,13 +455,13 @@ void BattleGroundAV::HandleAreaTrigger(Player *Source, uint32 Trigger)
{
case 95:
case 2608:
- if(Source->GetTeam() != ALLIANCE)
+ if (Source->GetTeam() != ALLIANCE)
Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal");
else
Source->LeaveBattleground();
break;
case 2606:
- if(Source->GetTeam() != HORDE)
+ if (Source->GetTeam() != HORDE)
Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal");
else
Source->LeaveBattleground();
@@ -488,7 +488,7 @@ void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value
{
BattleGroundScoreMap::iterator itr = m_PlayerScores.find(Source->GetGUID());
- if(itr == m_PlayerScores.end()) // player not found...
+ if (itr == m_PlayerScores.end()) // player not found...
return;
switch(type)
@@ -532,11 +532,11 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
UpdateNodeWorldState(node);
uint32 owner = m_Nodes[node].Owner;
- if( IsTower(node) )
+ if ( IsTower(node) )
{
uint8 tmp = node-BG_AV_NODES_DUNBALDAR_SOUTH;
//despawn marshal
- if(m_BgCreatures[AV_CPLACE_A_MARSHAL_SOUTH + tmp])
+ if (m_BgCreatures[AV_CPLACE_A_MARSHAL_SOUTH + tmp])
DelCreature(AV_CPLACE_A_MARSHAL_SOUTH + tmp);
else
sLog.outError("BG_AV: playerdestroyedpoint: marshal %i doesn't exist",AV_CPLACE_A_MARSHAL_SOUTH + tmp);
@@ -553,14 +553,14 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
}
else
{
- if( owner == ALLIANCE )
+ if ( owner == ALLIANCE )
SpawnBGObject(object-11, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(object+11, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_IMMEDIATELY);
PopulateNode(node);
- if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
+ if (node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
{
for (uint8 i = 0; i < 4; i++)
{
@@ -571,13 +571,13 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
}
//send a nice message to all :)
char buf[256];
- if(IsTower(node))
+ if (IsTower(node))
sprintf(buf, GetTrinityString(LANG_BG_AV_TOWER_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE) );
else
sprintf(buf, GetTrinityString(LANG_BG_AV_GRAVE_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) :GetTrinityString(LANG_BG_AV_HORDE) );
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
- if(creature)
+ if (creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
}
@@ -585,25 +585,25 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
{ //mine=0 northmine mine=1 southmin
//changing the owner results in setting respawntim to infinite for current creatures, spawning new mine owners creatures and changing the chest-objects so that the current owning team can use them
assert(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE);
- if(team != ALLIANCE && team != HORDE)
+ if (team != ALLIANCE && team != HORDE)
team = AV_NEUTRAL_TEAM;
else
PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD);
- if(m_Mine_Owner[mine] == team && !initial)
+ if (m_Mine_Owner[mine] == team && !initial)
return;
m_Mine_PrevOwner[mine] = m_Mine_Owner[mine];
m_Mine_Owner[mine] = team;
- if(!initial)
+ if (!initial)
{
sLog.outDebug("bg_av depopulating mine %i (0=north,1=south)",mine);
- if(mine==AV_SOUTH_MINE)
+ if (mine==AV_SOUTH_MINE)
for (uint16 i=AV_CPLACE_MINE_S_S_MIN; i <= AV_CPLACE_MINE_S_S_MAX; i++)
- if( m_BgCreatures[i] )
+ if ( m_BgCreatures[i] )
DelCreature(i); //TODO just set the respawntime to 999999
for (uint16 i=((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MIN:AV_CPLACE_MINE_S_1_MIN); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_3:AV_CPLACE_MINE_S_3); i++)
- if( m_BgCreatures[i] )
+ if ( m_BgCreatures[i] )
DelCreature(i); //TODO here also
}
SendMineWorldStates(mine);
@@ -611,9 +611,9 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
sLog.outDebug("bg_av populating mine %i (0=north,1=south)",mine);
uint16 miner;
//also neutral team exists.. after a big time, the neutral team tries to conquer the mine
- if(mine==AV_NORTH_MINE)
+ if (mine==AV_NORTH_MINE)
{
- if(team == ALLIANCE)
+ if (team == ALLIANCE)
miner = AV_NPC_N_MINE_A_1;
else if (team == HORDE)
miner = AV_NPC_N_MINE_H_1;
@@ -623,7 +623,7 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
else
{
uint16 cinfo;
- if(team == ALLIANCE)
+ if (team == ALLIANCE)
miner = AV_NPC_S_MINE_A_1;
else if (team == HORDE)
miner = AV_NPC_S_MINE_H_1;
@@ -631,7 +631,7 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
miner = AV_NPC_S_MINE_N_1;
//vermin
sLog.outDebug("spawning vermin");
- if(team == ALLIANCE)
+ if (team == ALLIANCE)
cinfo = AV_NPC_S_MINE_A_3;
else if (team == HORDE)
cinfo = AV_NPC_S_MINE_H_3;
@@ -651,18 +651,18 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
// {
//TODO: add gameobject-update code
// }
- if(team == ALLIANCE || team == HORDE)
+ if (team == ALLIANCE || team == HORDE)
{
m_Mine_Reclaim_Timer[mine]=AV_MINE_RECLAIM_TIMER;
char buf[256];
sprintf(buf, GetTrinityString(LANG_BG_AV_MINE_TAKEN), GetTrinityString(( mine == AV_NORTH_MINE ) ? LANG_BG_AV_MINE_NORTH : LANG_BG_AV_MINE_SOUTH), ( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE));
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
- if(creature)
+ if (creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
}
else
{
- if(mine==AV_SOUTH_MINE) //i think this gets called all the time
+ if (mine==AV_SOUTH_MINE) //i think this gets called all the time
{
Creature* creature = GetBGCreature(AV_CPLACE_MINE_S_3);
YellToAll(creature,LANG_BG_AV_S_MINE_BOSS_CLAIMS,LANG_UNIVERSAL);
@@ -673,9 +673,9 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId,uint32 team)
{
- if(GOId == BG_AV_OBJECTID_MINE_N)
+ if (GOId == BG_AV_OBJECTID_MINE_N)
return (m_Mine_Owner[AV_NORTH_MINE]==team);
- if(GOId == BG_AV_OBJECTID_MINE_S)
+ if (GOId == BG_AV_OBJECTID_MINE_S)
return (m_Mine_Owner[AV_SOUTH_MINE]==team);
return true; //cause it's no mine'object it is ok if this is true
}
@@ -687,7 +687,7 @@ void BattleGroundAV::PopulateNode(BG_AV_Nodes node)
uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node );
uint32 creatureid;
- if(IsTower(node))
+ if (IsTower(node))
creatureid=(owner==ALLIANCE)?AV_NPC_A_TOWERDEFENSE:AV_NPC_H_TOWERDEFENSE;
else
{
@@ -701,9 +701,9 @@ void BattleGroundAV::PopulateNode(BG_AV_Nodes node)
else
creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE3 : AV_NPC_H_GRAVEDEFENSE3;
//spiritguide
- if( m_BgCreatures[node] )
+ if ( m_BgCreatures[node] )
DelCreature(node);
- if( !AddSpiritGuide(node, BG_AV_CreaturePos[node][0], BG_AV_CreaturePos[node][1], BG_AV_CreaturePos[node][2], BG_AV_CreaturePos[node][3], owner))
+ if ( !AddSpiritGuide(node, BG_AV_CreaturePos[node][0], BG_AV_CreaturePos[node][1], BG_AV_CreaturePos[node][2], BG_AV_CreaturePos[node][3], owner))
sLog.outError("AV: couldn't spawn spiritguide at node %i",node);
}
@@ -716,29 +716,29 @@ void BattleGroundAV::DePopulateNode(BG_AV_Nodes node)
{
uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node );
for (uint8 i=0; i<4; i++)
- if( m_BgCreatures[c_place+i] )
+ if ( m_BgCreatures[c_place+i] )
DelCreature(c_place+i);
//spiritguide
- if( !IsTower(node) && m_BgCreatures[node] )
+ if ( !IsTower(node) && m_BgCreatures[node] )
DelCreature(node);
}
const BG_AV_Nodes BattleGroundAV::GetNodeThroughObject(uint32 object)
{
sLog.outDebug("bg_AV getnodethroughobject %i",object);
- if( object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER )
+ if ( object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER )
return BG_AV_Nodes(object);
- if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_HUT )
+ if ( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_HUT )
return BG_AV_Nodes(object - 11);
- if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_WTOWER )
+ if ( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_WTOWER )
return BG_AV_Nodes(object - 7);
- if( object <= BG_AV_OBJECT_FLAG_C_H_STONEHEART_BUNKER )
+ if ( object <= BG_AV_OBJECT_FLAG_C_H_STONEHEART_BUNKER )
return BG_AV_Nodes(object -22);
- if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT )
+ if ( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT )
return BG_AV_Nodes(object - 33);
- if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER )
+ if ( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER )
return BG_AV_Nodes(object - 29);
- if( object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE )
+ if ( object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE )
return BG_AV_NODES_SNOWFALL_GRAVE;
sLog.outError("BattleGroundAV: ERROR! GetPlace got a wrong object :(");
assert(false);
@@ -748,29 +748,29 @@ const BG_AV_Nodes BattleGroundAV::GetNodeThroughObject(uint32 object)
const uint32 BattleGroundAV::GetObjectThroughNode(BG_AV_Nodes node)
{ //this function is the counterpart to GetNodeThroughObject()
sLog.outDebug("bg_AV GetObjectThroughNode %i",node);
- if( m_Nodes[node].Owner == ALLIANCE )
+ if ( m_Nodes[node].Owner == ALLIANCE )
{
- if( m_Nodes[node].State == POINT_ASSAULTED )
+ if ( m_Nodes[node].State == POINT_ASSAULTED )
{
- if( node <= BG_AV_NODES_FROSTWOLF_HUT )
+ if ( node <= BG_AV_NODES_FROSTWOLF_HUT )
return node+11;
- if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
+ if ( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
return node+7;
}
else if ( m_Nodes[node].State == POINT_CONTROLED )
- if( node <= BG_AV_NODES_STONEHEART_BUNKER )
+ if ( node <= BG_AV_NODES_STONEHEART_BUNKER )
return node;
}
else if ( m_Nodes[node].Owner == HORDE )
{
- if( m_Nodes[node].State == POINT_ASSAULTED )
- if( node <= BG_AV_NODES_STONEHEART_BUNKER )
+ if ( m_Nodes[node].State == POINT_ASSAULTED )
+ if ( node <= BG_AV_NODES_STONEHEART_BUNKER )
return node+22;
else if ( m_Nodes[node].State == POINT_CONTROLED )
{
- if( node <= BG_AV_NODES_FROSTWOLF_HUT )
+ if ( node <= BG_AV_NODES_FROSTWOLF_HUT )
return node+33;
- if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
+ if ( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
return node+29;
}
}
@@ -785,11 +785,11 @@ const uint32 BattleGroundAV::GetObjectThroughNode(BG_AV_Nodes node)
void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj)
{
- if(GetStatus() != STATUS_IN_PROGRESS)
+ if (GetStatus() != STATUS_IN_PROGRESS)
return;
int32 object = GetObjectType(target_obj->GetGUID());
sLog.outDebug("BG_AV using gameobject %i with type %i",target_obj->GetEntry(),object);
- if(object < 0)
+ if (object < 0)
return;
switch(target_obj->GetEntry())
{
@@ -819,28 +819,28 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
uint32 owner = m_Nodes[node].Owner; //maybe should name it prevowner
uint32 team = player->GetTeam();
- if(owner == player->GetTeam() || m_Nodes[node].State != POINT_ASSAULTED)
+ if (owner == player->GetTeam() || m_Nodes[node].State != POINT_ASSAULTED)
return;
- if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM)
+ if (m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM)
{ //until snowfall doesn't belong to anyone it is better handled in assault-code
assert(node == BG_AV_NODES_SNOWFALL_GRAVE); //currently the only neutral grave
EventPlayerAssaultsPoint(player,object);
return;
}
sLog.outDebug("player defends point object: %i node: %i",object,node);
- if(m_Nodes[node].PrevOwner != team)
+ if (m_Nodes[node].PrevOwner != team)
{
sLog.outError("BG_AV: player defends point which doesn't belong to his team %i",node);
return;
}
//spawn new go :)
- if(m_Nodes[node].Owner == ALLIANCE)
+ if (m_Nodes[node].Owner == ALLIANCE)
SpawnBGObject(object+22, RESPAWN_IMMEDIATELY); //spawn horde banner
else
SpawnBGObject(object-22, RESPAWN_IMMEDIATELY); //spawn alliance banner
- if(!IsTower(node))
+ if (!IsTower(node))
{
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(team)+3*node,RESPAWN_IMMEDIATELY);
@@ -852,7 +852,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
PopulateNode(node);
UpdateNodeWorldState(node);
- if(IsTower(node))
+ if (IsTower(node))
{
//spawn big flag+aura on top of tower
SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
@@ -860,7 +860,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
}
- else if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
+ else if (node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
{
for (uint8 i = 0; i < 4; i++)
{
@@ -872,11 +872,11 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
char buf[256];
sprintf(buf, GetTrinityString(( IsTower(node) ) ? LANG_BG_AV_TOWER_DEFENDED : LANG_BG_AV_GRAVE_DEFENDED), GetNodeName(node),( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE));
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
- if(creature)
+ if (creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
//update the statistic for the defending player
UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_DEFENDED : SCORE_GRAVEYARDS_DEFENDED, 1);
- if(IsTower(node))
+ if (IsTower(node))
PlaySoundToAll(AV_SOUND_BOTH_TOWER_DEFEND);
else
PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD);
@@ -890,31 +890,31 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
uint32 owner = m_Nodes[node].Owner; //maybe name it prevowner
uint32 team = player->GetTeam();
sLog.outDebug("bg_av: player assaults point object %i node %i",object,node);
- if(owner == team || team == m_Nodes[node].TotalOwner)
+ if (owner == team || team == m_Nodes[node].TotalOwner)
return; //surely a gm used this object
- if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall is a bit special in capping + it gets eyecandy stuff
+ if (node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall is a bit special in capping + it gets eyecandy stuff
{
- if(object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE) //initial capping
+ if (object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE) //initial capping
{
assert(owner == AV_NEUTRAL_TEAM && m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM);
- if( team == ALLIANCE )
+ if ( team == ALLIANCE )
SpawnBGObject(BG_AV_OBJECT_FLAG_C_A_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(BG_AV_OBJECT_FLAG_C_H_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_IMMEDIATELY); //neutral aura spawn
}
- else if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) //recapping, when no team owns this node realy
+ else if (m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) //recapping, when no team owns this node realy
{
assert(m_Nodes[node].State != POINT_CONTROLED);
- if(team == ALLIANCE)
+ if (team == ALLIANCE)
SpawnBGObject(object-11, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(object+11, RESPAWN_IMMEDIATELY);
}
//eyecandy
uint32 spawn,despawn;
- if(team == ALLIANCE)
+ if (team == ALLIANCE)
{
despawn = ( m_Nodes[node].State == POINT_ASSAULTED )?BG_AV_OBJECT_SNOW_EYECANDY_PH : BG_AV_OBJECT_SNOW_EYECANDY_H;
spawn = BG_AV_OBJECT_SNOW_EYECANDY_PA;
@@ -932,14 +932,14 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
}
//if snowfall gots capped it can be handled like all other graveyards
- if( m_Nodes[node].TotalOwner != AV_NEUTRAL_TEAM)
+ if ( m_Nodes[node].TotalOwner != AV_NEUTRAL_TEAM)
{
assert(m_Nodes[node].Owner != AV_NEUTRAL_TEAM);
- if(team == ALLIANCE)
+ if (team == ALLIANCE)
SpawnBGObject(object-22, RESPAWN_IMMEDIATELY);
else
SpawnBGObject(object+22, RESPAWN_IMMEDIATELY);
- if(IsTower(node))
+ if (IsTower(node))
{ //spawning/despawning of bigflag+aura
SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
SpawnBGObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
@@ -953,16 +953,16 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_ONE_DAY); //teeamaura despawn
// Those who are waiting to resurrect at this object are taken to the closest own object's graveyard
std::vector<uint64> ghost_list = m_ReviveQueue[m_BgCreatures[node]];
- if( !ghost_list.empty() )
+ if ( !ghost_list.empty() )
{
Player *plr;
WorldSafeLocsEntry const *ClosestGrave = NULL;
for (std::vector<uint64>::iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
{
plr = objmgr.GetPlayer(*ghost_list.begin());
- if( !plr )
+ if ( !plr )
continue;
- if(!ClosestGrave)
+ if (!ClosestGrave)
ClosestGrave = GetClosestGraveYard(plr);
else
plr->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
@@ -981,7 +981,7 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
char buf[256];
sprintf(buf, ( IsTower(node) ) ? GetTrinityString(LANG_BG_AV_TOWER_ASSAULTED) : GetTrinityString(LANG_BG_AV_GRAVE_ASSAULTED), GetNodeName(node), ( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE ));
Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
- if(creature)
+ if (creature)
YellToAll(creature,buf,LANG_UNIVERSAL);
//update the statistic for the assaulting player
UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_ASSAULTED : SCORE_GRAVEYARDS_ASSAULTED, 1);
@@ -1010,11 +1010,11 @@ void BattleGroundAV::FillInitialWorldStates(WorldPacket& data)
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,ALLIANCE)]) << uint32((m_Nodes[i].Owner == ALLIANCE && stateok)?1:0);
data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,HORDE)]) << uint32((m_Nodes[i].Owner == HORDE && stateok)?1:0);
}
- if(m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == AV_NEUTRAL_TEAM) //cause neutral teams aren't handled generic
+ if (m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == AV_NEUTRAL_TEAM) //cause neutral teams aren't handled generic
data << uint32(AV_SNOWFALL_N) << uint32(1);
data << uint32(AV_Alliance_Score) << uint32(m_Team_Scores[0]);
data << uint32(AV_Horde_Score) << uint32(m_Team_Scores[1]);
- if(GetStatus() == STATUS_IN_PROGRESS){ //only if game started the teamscores are displayed
+ if (GetStatus() == STATUS_IN_PROGRESS){ //only if game started the teamscores are displayed
data << uint32(AV_SHOW_A_SCORE) << uint32(1);
data << uint32(AV_SHOW_H_SCORE) << uint32(1);
}
@@ -1032,18 +1032,18 @@ const uint8 BattleGroundAV::GetWorldStateType(uint8 state, uint16 team) //this i
//neutral stuff cant get handled (currently its only snowfall)
assert(team != AV_NEUTRAL_TEAM);
//a_c a_a h_c h_a the positions in worldstate-array
- if(team == ALLIANCE)
+ if (team == ALLIANCE)
{
- if(state==POINT_CONTROLED || state==POINT_DESTROYED)
+ if (state==POINT_CONTROLED || state==POINT_DESTROYED)
return 0;
- if(state==POINT_ASSAULTED)
+ if (state==POINT_ASSAULTED)
return 1;
}
- if(team == HORDE)
+ if (team == HORDE)
{
- if(state==POINT_DESTROYED || state==POINT_CONTROLED)
+ if (state==POINT_DESTROYED || state==POINT_CONTROLED)
return 2;
- if(state==POINT_ASSAULTED)
+ if (state==POINT_ASSAULTED)
return 3;
}
sLog.outError("BG_AV: should update a strange worldstate state:%i team:%i",state,team);
@@ -1053,7 +1053,7 @@ const uint8 BattleGroundAV::GetWorldStateType(uint8 state, uint16 team) //this i
void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node)
{
UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].State,m_Nodes[node].Owner)],1);
- if(m_Nodes[node].PrevOwner == AV_NEUTRAL_TEAM) //currently only snowfall is supported as neutral node (i don't want to make an extra row (neutral states) in worldstatesarray just for one node
+ if (m_Nodes[node].PrevOwner == AV_NEUTRAL_TEAM) //currently only snowfall is supported as neutral node (i don't want to make an extra row (neutral states) in worldstatesarray just for one node
UpdateWorldState(AV_SNOWFALL_N,0);
else
UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].PrevState,m_Nodes[node].PrevOwner)],0);
@@ -1068,28 +1068,28 @@ void BattleGroundAV::SendMineWorldStates(uint32 mine)
uint8 owner,prevowner,mine2; //those variables are needed to access the right worldstate in the BG_AV_MineWorldStates array
mine2 = (mine==AV_NORTH_MINE)?0:1;
- if(m_Mine_PrevOwner[mine] == ALLIANCE)
+ if (m_Mine_PrevOwner[mine] == ALLIANCE)
prevowner = 0;
- else if(m_Mine_PrevOwner[mine] == HORDE)
+ else if (m_Mine_PrevOwner[mine] == HORDE)
prevowner = 2;
else
prevowner = 1;
- if(m_Mine_Owner[mine] == ALLIANCE)
+ if (m_Mine_Owner[mine] == ALLIANCE)
owner = 0;
- else if(m_Mine_Owner[mine] == HORDE)
+ else if (m_Mine_Owner[mine] == HORDE)
owner = 2;
else
owner = 1;
UpdateWorldState(BG_AV_MineWorldStates[mine2][owner],1);
- if( prevowner != owner)
+ if ( prevowner != owner)
UpdateWorldState(BG_AV_MineWorldStates[mine2][prevowner],0);
}
WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player)
{
WorldSafeLocsEntry const* good_entry = NULL;
- if( GetStatus() == STATUS_IN_PROGRESS)
+ if ( GetStatus() == STATUS_IN_PROGRESS)
{
// Is there any occupied node for this team?
float mindist = 9999999.0f;
@@ -1098,10 +1098,10 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player)
if (m_Nodes[i].Owner != player->GetTeam() || m_Nodes[i].State != POINT_CONTROLED)
continue;
WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[i] );
- if( !entry )
+ if ( !entry )
continue;
float dist = (entry->x - player->GetPositionX())*(entry->x - player->GetPositionX())+(entry->y - player->GetPositionY())*(entry->y - player->GetPositionY());
- if( mindist > dist )
+ if ( mindist > dist )
{
mindist = dist;
good_entry = entry;
@@ -1109,7 +1109,7 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player)
}
}
// If not, place ghost on starting location
- if( !good_entry )
+ if ( !good_entry )
good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[GetTeamIndexByTeamId(player->GetTeam())+7] );
return good_entry;
@@ -1118,7 +1118,7 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player)
bool BattleGroundAV::SetupBattleGround()
{
// Create starting objects
- if(
+ if (
// alliance gates
!AddObject(BG_AV_OBJECT_DOOR_A, BG_AV_OBJECTID_GATE_A, BG_AV_DoorPositons[0][0],BG_AV_DoorPositons[0][1],BG_AV_DoorPositons[0][2],BG_AV_DoorPositons[0][3],0,0,sin(BG_AV_DoorPositons[0][3]/2),cos(BG_AV_DoorPositons[0][3]/2),RESPAWN_IMMEDIATELY)
// horde gates
@@ -1131,9 +1131,9 @@ bool BattleGroundAV::SetupBattleGround()
//spawn node-objects
for (uint8 i = BG_AV_NODES_FIRSTAID_STATION ; i < BG_AV_NODES_MAX; ++i)
{
- if( i <= BG_AV_NODES_FROSTWOLF_HUT )
+ if ( i <= BG_AV_NODES_FROSTWOLF_HUT )
{
- if( !AddObject(i,BG_AV_OBJECTID_BANNER_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
+ if ( !AddObject(i,BG_AV_OBJECTID_BANNER_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+11,BG_AV_OBJECTID_BANNER_CONT_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+33,BG_AV_OBJECTID_BANNER_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
@@ -1148,9 +1148,9 @@ bool BattleGroundAV::SetupBattleGround()
}
else //towers
{
- if( i <= BG_AV_NODES_STONEHEART_BUNKER ) //alliance towers
+ if ( i <= BG_AV_NODES_STONEHEART_BUNKER ) //alliance towers
{
- if( !AddObject(i,BG_AV_OBJECTID_BANNER_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
+ if ( !AddObject(i,BG_AV_OBJECTID_BANNER_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_A,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
@@ -1163,7 +1163,7 @@ bool BattleGroundAV::SetupBattleGround()
}
else //horde towers
{
- if( !AddObject(i+7,BG_AV_OBJECTID_BANNER_CONT_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
+ if ( !AddObject(i+7,BG_AV_OBJECTID_BANNER_CONT_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(i+29,BG_AV_OBJECTID_BANNER_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_H,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
@@ -1176,7 +1176,7 @@ bool BattleGroundAV::SetupBattleGround()
}
for (uint8 j=0; j<=9; j++) //burning aura
{
- if(!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2),RESPAWN_ONE_DAY))
+ if (!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!5.%i",i);
return false;
@@ -1188,9 +1188,9 @@ bool BattleGroundAV::SetupBattleGround()
{
for (uint8 j=0; j<=9; j++)
{
- if(j<5)
+ if (j<5)
{
- if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_SMOKE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
+ if (!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_SMOKE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!6.%i",i);
return false;
@@ -1198,7 +1198,7 @@ bool BattleGroundAV::SetupBattleGround()
}
else
{
- if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
+ if (!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!7.%i",i);
return false;
@@ -1208,7 +1208,7 @@ bool BattleGroundAV::SetupBattleGround()
}
for (uint16 i= 0; i<=(BG_AV_OBJECT_MINE_SUPPLY_N_MAX-BG_AV_OBJECT_MINE_SUPPLY_N_MIN); i++)
{
- if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN+i,BG_AV_OBJECTID_MINE_N,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2),RESPAWN_ONE_DAY))
+ if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN+i,BG_AV_OBJECTID_MINE_N,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.5.%i",i);
return false;
@@ -1216,21 +1216,21 @@ bool BattleGroundAV::SetupBattleGround()
}
for (uint16 i= 0 ; i<=(BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN); i++)
{
- if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i,BG_AV_OBJECTID_MINE_S,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2),RESPAWN_ONE_DAY))
+ if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i,BG_AV_OBJECTID_MINE_S,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2),RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.6.%i",i);
return false;
}
}
- if(!AddObject(BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE, BG_AV_OBJECTID_BANNER_SNOWFALL_N ,BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][0],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][1],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][2],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3],0,0,sin(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), cos(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), RESPAWN_ONE_DAY))
+ if (!AddObject(BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE, BG_AV_OBJECTID_BANNER_SNOWFALL_N ,BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][0],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][1],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][2],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3],0,0,sin(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), cos(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), RESPAWN_ONE_DAY))
{
sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!8");
return false;
}
for (uint8 i = 0; i < 4; i++)
{
- if(!AddObject(BG_AV_OBJECT_SNOW_EYECANDY_A+i, BG_AV_OBJECTID_SNOWFALL_CANDY_A ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
+ if (!AddObject(BG_AV_OBJECT_SNOW_EYECANDY_A+i, BG_AV_OBJECTID_SNOWFALL_CANDY_A ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PA+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PA ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_H+i, BG_AV_OBJECTID_SNOWFALL_CANDY_H ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PH+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PH ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY))
@@ -1253,7 +1253,7 @@ bool BattleGroundAV::SetupBattleGround()
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
for (i = BG_AV_OBJECT_FLAG_H_ICEBLOOD_GRAVE; i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ; i++){
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
- if(i<=BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT)
+ if (i<=BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT)
SpawnBGObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+3*GetNodeThroughObject(i),RESPAWN_IMMEDIATELY);
}
for (i = BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_TFLAG_A_STONEHEART_BUNKER; i+=2)
@@ -1275,7 +1275,7 @@ bool BattleGroundAV::SetupBattleGround()
sLog.outDebug("BG_AV start poputlating nodes");
for (BG_AV_Nodes i= BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i )
{
- if(m_Nodes[i].Owner)
+ if (m_Nodes[i].Owner)
PopulateNode(i);
}
//all creatures which don't get despawned through the script are static
@@ -1413,7 +1413,7 @@ void BattleGroundAV::ResetBGSubclass()
m_Mine_Timer=AV_MINE_TICK_TIMER;
for (uint16 i = 0; i < AV_CPLACE_MAX+AV_STATICCPLACE_MAX; i++)
- if(m_BgCreatures[i])
+ if (m_BgCreatures[i])
DelCreature(i);
}