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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/PointMovementGenerator.cpp
parent2e127f7a30706dc1d40c65de22ff02851732da24 (diff)
Code style (game + scripts only):
"if(" --> "if (" --HG-- branch : trunk
Diffstat (limited to 'src/game/PointMovementGenerator.cpp')
-rw-r--r--src/game/PointMovementGenerator.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/game/PointMovementGenerator.cpp b/src/game/PointMovementGenerator.cpp
index 94125fbbffa..d343dab5ad0 100644
--- a/src/game/PointMovementGenerator.cpp
+++ b/src/game/PointMovementGenerator.cpp
@@ -38,12 +38,12 @@ void PointMovementGenerator<T>::Initialize(T &unit)
template<class T>
bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
- if(!&unit)
+ if (!&unit)
return false;
- if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
+ if (unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
{
- if(unit.hasUnitState(UNIT_STAT_CHARGING))
+ if (unit.hasUnitState(UNIT_STAT_CHARGING))
return false;
else
return true;
@@ -53,7 +53,7 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
i_destinationHolder.UpdateTraveller(traveller, diff);
- if(i_destinationHolder.HasArrived())
+ if (i_destinationHolder.HasArrived())
{
unit.clearUnitState(UNIT_STAT_MOVE);
arrived = true;
@@ -66,9 +66,9 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
template<class T>
void PointMovementGenerator<T>:: Finalize(T &unit)
{
- if(unit.hasUnitState(UNIT_STAT_CHARGING))
+ if (unit.hasUnitState(UNIT_STAT_CHARGING))
unit.clearUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING);
- if(arrived) // without this crash!
+ if (arrived) // without this crash!
MovementInform(unit);
}
@@ -79,7 +79,7 @@ void PointMovementGenerator<T>::MovementInform(T &unit)
template <> void PointMovementGenerator<Creature>::MovementInform(Creature &unit)
{
- if(id == EVENT_FALL_GROUND)
+ if (id == EVENT_FALL_GROUND)
{
unit.setDeathState(JUST_DIED);
unit.SetFlying(true);