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-rw-r--r--src/game/Object.cpp16
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();