From 2e127f7a30706dc1d40c65de22ff02851732da24 Mon Sep 17 00:00:00 2001 From: Spp Date: Wed, 7 Apr 2010 19:13:19 +0200 Subject: Code style (game + scripts only): "while(" --> "while (" --HG-- branch : trunk --- src/game/Object.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'src/game/Object.cpp') 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(); -- cgit v1.2.3