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-rw-r--r--src/server/game/Spells/SpellScript.h42
1 files changed, 21 insertions, 21 deletions
diff --git a/src/server/game/Spells/SpellScript.h b/src/server/game/Spells/SpellScript.h
index 5f623e22218..6b399c3a59e 100644
--- a/src/server/game/Spells/SpellScript.h
+++ b/src/server/game/Spells/SpellScript.h
@@ -789,116 +789,116 @@ class TC_GAME_API AuraScript : public _SpellScript
// executed when aura effect is applied with specified mode to target
// should be used when when effect handler preventing/replacing is needed, do not use this hook for triggering spellcasts/removing auras etc - may be unsafe
// example: OnEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
- // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
+ // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode);
HookList<EffectApplyHandler> OnEffectApply;
// executed after aura effect is applied with specified mode to target
// example: AfterEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
- // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
+ // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode);
HookList<EffectApplyHandler> AfterEffectApply;
#define AuraEffectApplyFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
// executed after aura effect is removed with specified mode from target
// should be used when effect handler preventing/replacing is needed, do not use this hook for triggering spellcasts/removing auras etc - may be unsafe
// example: OnEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
- // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
+ // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode);
HookList<EffectApplyHandler> OnEffectRemove;
// executed when aura effect is removed with specified mode from target
// example: AfterEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes);
- // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode);
+ // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode);
HookList<EffectApplyHandler> AfterEffectRemove;
#define AuraEffectRemoveFn(F, I, N, M) EffectApplyHandlerFunction(&F, I, N, M)
// executed when periodic aura effect ticks on target
// example: OnEffectPeriodic += AuraEffectPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is: void function (AuraEffect const* aurEff);
+ // where function is: void function(AuraEffect const* aurEff);
HookList<EffectPeriodicHandler> OnEffectPeriodic;
#define AuraEffectPeriodicFn(F, I, N) EffectPeriodicHandlerFunction(&F, I, N)
// executed when periodic aura effect is updated
// example: OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is: void function (AuraEffect* aurEff);
+ // where function is: void function(AuraEffect* aurEff);
HookList<EffectUpdatePeriodicHandler> OnEffectUpdatePeriodic;
#define AuraEffectUpdatePeriodicFn(F, I, N) EffectUpdatePeriodicHandlerFunction(&F, I, N)
// executed when aura effect calculates amount
// example: DoEffectCalcAmount += AuraEffectCalcAmounFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is: void function (AuraEffect* aurEff, int32& amount, bool& canBeRecalculated);
+ // where function is: void function(AuraEffect* aurEff, int32& amount, bool& canBeRecalculated);
HookList<EffectCalcAmountHandler> DoEffectCalcAmount;
#define AuraEffectCalcAmountFn(F, I, N) EffectCalcAmountHandlerFunction(&F, I, N)
// executed when aura effect calculates periodic data
// example: DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is: void function (AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude);
+ // where function is: void function(AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude);
HookList<EffectCalcPeriodicHandler> DoEffectCalcPeriodic;
#define AuraEffectCalcPeriodicFn(F, I, N) EffectCalcPeriodicHandlerFunction(&F, I, N)
// executed when aura effect calculates spellmod
// example: DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is: void function (AuraEffect const* aurEff, SpellModifier*& spellMod);
+ // where function is: void function(AuraEffect const* aurEff, SpellModifier*& spellMod);
HookList<EffectCalcSpellModHandler> DoEffectCalcSpellMod;
#define AuraEffectCalcSpellModFn(F, I, N) EffectCalcSpellModHandlerFunction(&F, I, N)
// executed when absorb aura effect is going to reduce damage
// example: OnEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
- // where function is: void function (AuraEffect const* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
+ // where function is: void function(AuraEffect const* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectAbsorbHandler> OnEffectAbsorb;
#define AuraEffectAbsorbFn(F, I) EffectAbsorbFunction(&F, I)
// executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
// example: AfterEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier);
- // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
+ // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectAbsorbHandler> AfterEffectAbsorb;
// executed when mana shield aura effect is going to reduce damage
// example: OnEffectManaShield += AuraEffectManaShieldFn(class::function, EffectIndexSpecifier);
- // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
+ // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectManaShieldHandler> OnEffectManaShield;
#define AuraEffectManaShieldFn(F, I) EffectManaShieldFunction(&F, I)
// executed after mana shield aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
// example: AfterEffectManaShield += AuraEffectManaShieldFn(class::function, EffectIndexSpecifier);
- // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
+ // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount);
HookList<EffectManaShieldHandler> AfterEffectManaShield;
// executed when the caster of some spell with split dmg aura gets damaged through it
// example: OnEffectSplit += AuraEffectSplitFn(class::function, EffectIndexSpecifier);
- // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& splitAmount);
+ // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& splitAmount);
HookList<EffectSplitHandler> OnEffectSplit;
#define AuraEffectSplitFn(F, I) EffectSplitFunction(&F, I)
// executed when aura checks if it can proc
// example: DoCheckProc += AuraCheckProcFn(class::function);
- // where function is: bool function (ProcEventInfo& eventInfo);
+ // where function is: bool function(ProcEventInfo& eventInfo);
HookList<CheckProcHandler> DoCheckProc;
#define AuraCheckProcFn(F) CheckProcHandlerFunction(&F)
// executed when aura effect checks if it can proc the aura
// example: DoCheckEffectProc += AuraCheckEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is bool function (AuraEffect const* aurEff, ProcEventInfo& eventInfo);
+ // where function is bool function(AuraEffect const* aurEff, ProcEventInfo& eventInfo);
HookList<CheckEffectProcHandler> DoCheckEffectProc;
#define AuraCheckEffectProcFn(F, I, N) CheckEffectProcHandlerFunction(&F, I, N)
// executed before aura procs (possibility to prevent charge drop/cooldown)
// example: DoPrepareProc += AuraProcFn(class::function);
- // where function is: void function (ProcEventInfo& eventInfo);
+ // where function is: void function(ProcEventInfo& eventInfo);
HookList<AuraProcHandler> DoPrepareProc;
// executed when aura procs
// example: OnProc += AuraProcFn(class::function);
- // where function is: void function (ProcEventInfo& eventInfo);
+ // where function is: void function(ProcEventInfo& eventInfo);
HookList<AuraProcHandler> OnProc;
// executed after aura proced
// example: AfterProc += AuraProcFn(class::function);
- // where function is: void function (ProcEventInfo& eventInfo);
+ // where function is: void function(ProcEventInfo& eventInfo);
HookList<AuraProcHandler> AfterProc;
#define AuraProcFn(F) AuraProcHandlerFunction(&F)
// executed when aura effect procs
// example: OnEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
+ // where function is: void function(AuraEffect const* aurEff, ProcEventInfo& procInfo);
HookList<EffectProcHandler> OnEffectProc;
// executed after aura effect proced
// example: AfterEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
- // where function is: void function (AuraEffect const* aurEff, ProcEventInfo& procInfo);
+ // where function is: void function(AuraEffect const* aurEff, ProcEventInfo& procInfo);
HookList<EffectProcHandler> AfterEffectProc;
#define AuraEffectProcFn(F, I, N) EffectProcHandlerFunction(&F, I, N)