[11066] Remove tail whitespaces.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Skirnir 2011-01-24 23:41:11 +03:00 committed by VladimirMangos
parent d5b982cbbe
commit 75b4f75f4d
58 changed files with 170 additions and 170 deletions

View file

@ -170,8 +170,8 @@ void GameEventMgr::LoadFromDB()
sLog.outString( ">> Loaded %u game events", count );
}
std::map<uint16,int16> pool2event; // for check unique spawn event associated with pool
std::map<uint32,int16> creature2event; // for check unique spawn event associated with creature
std::map<uint16,int16> pool2event; // for check unique spawn event associated with pool
std::map<uint32,int16> creature2event; // for check unique spawn event associated with creature
std::map<uint32,int16> go2event; // for check unique spawn event associated with gameobject
// list only positive event top pools, filled at creature/gameobject loading
@ -221,7 +221,7 @@ void GameEventMgr::LoadFromDB()
++count;
// spawn objects at event can be grouped in pools and then affected pools have stricter requirements for this case
if (event_id > 0)
if (event_id > 0)
{
creature2event[guid] = event_id;
@ -299,7 +299,7 @@ void GameEventMgr::LoadFromDB()
++count;
// spawn objects at event can be grouped in pools and then affected pools have stricter requirements for this case
if (event_id > 0)
if (event_id > 0)
{
go2event[guid] = event_id;
@ -690,7 +690,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
CreatureData const* data = sObjectMgr.GetCreatureData(*itr);
if (data)
{
// negative event id for pool element meaning allow be used in next pool spawn
// negative event id for pool element meaning allow be used in next pool spawn
if (event_id < 0)
{
if (uint16 pool_id = sPoolMgr.IsPartOfAPool<Creature>(*itr))
@ -737,7 +737,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
GameObjectData const* data = sObjectMgr.GetGOData(*itr);
if (data)
{
// negative event id for pool element meaning allow be used in next pool spawn
// negative event id for pool element meaning allow be used in next pool spawn
if (event_id < 0)
{
if (uint16 pool_id = sPoolMgr.IsPartOfAPool<GameObject>(*itr))