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authorXTZGZoReX <none@none>2009-04-07 10:51:45 +0200
committerXTZGZoReX <none@none>2009-04-07 10:51:45 +0200
commit2fe9fed7c71697af06b981e221ea54acb62abb6b (patch)
tree6ef4315d9fd88d1a18b775c2ed0a56661df76d90 /src/game/CreatureGroups.cpp
parent81e2f4ab89f48408479019a4dc017e638779f848 (diff)
* Tabs to spaces -- using: perl -p -i -e "s/\t/ /g" *
--HG-- branch : trunk
Diffstat (limited to 'src/game/CreatureGroups.cpp')
-rw-r--r--src/game/CreatureGroups.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/game/CreatureGroups.cpp b/src/game/CreatureGroups.cpp
index 65e51b793f0..63a252a9e20 100644
--- a/src/game/CreatureGroups.cpp
+++ b/src/game/CreatureGroups.cpp
@@ -118,15 +118,15 @@ void CreatureGroupManager::LoadCreatureFormations()
bar.step();
//Load group member data
- group_member = new FormationInfo;
- group_member->leaderGUID = fields[0].GetUInt32();
+ group_member = new FormationInfo;
+ group_member->leaderGUID = fields[0].GetUInt32();
uint32 memberGUID = fields[1].GetUInt32();
- group_member->groupAI = fields[4].GetUInt8();
+ group_member->groupAI = fields[4].GetUInt8();
//If creature is group leader we may skip loading of dist/angle
if(group_member->leaderGUID != memberGUID)
{
- group_member->follow_dist = fields[2].GetUInt32();
- group_member->follow_angle = fields[3].GetUInt32();
+ group_member->follow_dist = fields[2].GetUInt32();
+ group_member->follow_angle = fields[3].GetUInt32();
}
CreatureGroupMap[memberGUID] = group_member;
@@ -217,7 +217,7 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z)
if(!m_leader)
return;
- float pathangle = atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);
+ float pathangle = atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x);
for(CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
@@ -226,7 +226,7 @@ void CreatureGroup::LeaderMoveTo(float x, float y, float z)
continue;
float angle = itr->second->follow_angle;
- float dist = itr->second->follow_dist;
+ float dist = itr->second->follow_dist;
float dx = x + cos(angle + pathangle) * dist;
float dy = y + sin(angle + pathangle) * dist;