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-rw-r--r--src/game/CellImpl.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/game/CellImpl.h b/src/game/CellImpl.h
index 5ab4859541a..dad233722e4 100644
--- a/src/game/CellImpl.h
+++ b/src/game/CellImpl.h
@@ -45,7 +45,7 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
return;
uint16 district = (District)this->data.Part.reserved;
- if(district == CENTER_DISTRICT)
+ if (district == CENTER_DISTRICT)
{
m.Visit(*this, visitor);
return;
@@ -132,7 +132,7 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
inline int CellHelper(const float radius)
{
- if(radius < 1.0f)
+ if (radius < 1.0f)
return 0;
return (int)ceilf(radius/SIZE_OF_GRID_CELL);
@@ -145,7 +145,7 @@ inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
{
- if(radius <= 0.0f)
+ if (radius <= 0.0f)
return CellArea();
//lets calculate object coord offsets from cell borders.
@@ -222,7 +222,7 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
{
CellPair cell_pair(x,y);
//lets skip standing cell since we already visited it
- if(cell_pair != standing_cell)
+ if (cell_pair != standing_cell)
{
Cell r_zone(cell_pair);
r_zone.data.Part.nocreate = this->data.Part.nocreate;
@@ -265,7 +265,7 @@ Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const Cel
//if x_shift == 0 then we have too small cell area, which were already
//visited at previous step, so just return from procedure...
- if(x_shift == 0)
+ if (x_shift == 0)
return;
uint32 y_start = end_cell.y_coord;