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-rw-r--r--src/server/game/Entities/Object/Object.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index d132b748af3..35d8cebb952 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1586,12 +1586,12 @@ bool WorldObject::IsWithinDist2d(const Position* pos, float dist) const
return IsInDist2d(pos, dist + GetObjectSize());
}
-bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
+bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
{
return obj && _IsWithinDist(obj, dist2compare, is3D);
}
-bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const
+bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
{
return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D);
}
@@ -2567,7 +2567,7 @@ TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempS
return NULL;
}
-TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0) const
+TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang /*= 0*/, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despwtime /*= 0*/) const
{
if (!x && !y && !z)
{
@@ -2910,7 +2910,7 @@ void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float
*/
}
-void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
+void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const
{
// angle calculated from current orientation
GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle);
@@ -2934,7 +2934,7 @@ void WorldObject::GetRandomNearPosition(Position &pos, float radius)
MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast<float>(2 * M_PI));
}
-void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
+void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d /*= CONTACT_DISTANCE*/) const
{
// angle to face `obj` to `this` using distance includes size of `obj`
GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));