diff options
author | Spp <none@none> | 2010-04-07 19:13:19 +0200 |
---|---|---|
committer | Spp <none@none> | 2010-04-07 19:13:19 +0200 |
commit | 2e127f7a30706dc1d40c65de22ff02851732da24 (patch) | |
tree | 91f7e8033e9296fdd8dbb2d5a761c9980cc36f18 /src/game/Object.cpp | |
parent | 182e9a20b107c0d824e8a0bd1cf8f7eceb2b4ce5 (diff) |
Code style (game + scripts only):
"while(" --> "while ("
--HG--
branch : trunk
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r-- | src/game/Object.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp index ec49a3d8604..2f279eed98d 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1379,9 +1379,9 @@ bool Position::HasInArc(float arc, const Position *obj) const return true; // move arc to range 0.. 2*pi - while( arc >= 2.0f * M_PI ) + while ( arc >= 2.0f * M_PI ) arc -= 2.0f * M_PI; - while( arc < 0 ) + while ( arc < 0 ) arc += 2.0f * M_PI; float angle = GetAngle( obj ); @@ -1397,9 +1397,9 @@ bool Position::HasInArc(float arc, const Position *obj) const //} // move angle to range -pi ... +pi - while( angle > M_PI) + while ( angle > M_PI) angle -= 2.0f * M_PI; - while(angle < -M_PI) + while (angle < -M_PI) angle += 2.0f * M_PI; float lborder = -1 * (arc/2.0f); // in range -pi..0 @@ -2070,9 +2070,9 @@ namespace Trinity float angle = i_object.GetAngle(u)-i_angle; // move angle to range -pi ... +pi - while( angle > M_PI) + while ( angle > M_PI) angle -= 2.0f * M_PI; - while(angle < -M_PI) + while (angle < -M_PI) angle += 2.0f * M_PI; // dist include size of u @@ -2167,7 +2167,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, selector.InitializeAngle(); // select in positions after current nodes (selection one by one) - while(selector.NextAngle(angle)) // angle for free pos + while (selector.NextAngle(angle)) // angle for free pos { GetNearPoint2D(x,y,distance2d,absAngle+angle); z = GetPositionZ(); @@ -2207,7 +2207,7 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, selector.InitializeAngle(); // select in positions after current nodes (selection one by one) - while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem + while (selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem { GetNearPoint2D(x,y,distance2d,absAngle+angle); z = GetPositionZ(); |