[12069] Cleanup comment style

This commit is contained in:
Schmoozerd 2012-07-22 02:54:31 +02:00
parent 5efb3867f5
commit 835d1c7479
205 changed files with 2835 additions and 2835 deletions

View file

@ -503,7 +503,7 @@ void Creature::Update(uint32 update_diff, uint32 diff)
else
SetDeathState(JUST_ALIVED);
//Call AI respawn virtual function
// Call AI respawn virtual function
if (AI())
AI()->JustRespawned();
@ -750,9 +750,9 @@ bool Creature::Create(uint32 guidlow, CreatureCreatePos& cPos, CreatureInfo cons
if (!cPos.Relocate(this))
return false;
//Notify the map's instance data.
//Only works if you create the object in it, not if it is moves to that map.
//Normally non-players do not teleport to other maps.
// Notify the map's instance data.
// Only works if you create the object in it, not if it is moves to that map.
// Normally non-players do not teleport to other maps.
if (InstanceData* iData = GetMap()->GetInstanceData())
iData->OnCreatureCreate(this);
@ -1129,13 +1129,13 @@ void Creature::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
<< data.posY << ","
<< data.posZ << ","
<< data.orientation << ","
<< data.spawntimesecs << "," //respawn time
<< (float) data.spawndist << "," //spawn distance (float)
<< data.currentwaypoint << "," //currentwaypoint
<< data.curhealth << "," //curhealth
<< data.curmana << "," //curmana
<< (data.is_dead ? 1 : 0) << "," //is_dead
<< uint32(data.movementType) << ")"; //default movement generator type, cast to prevent save as symbol
<< data.spawntimesecs << "," // respawn time
<< (float) data.spawndist << "," // spawn distance (float)
<< data.currentwaypoint << "," // currentwaypoint
<< data.curhealth << "," // curhealth
<< data.curmana << "," // curmana
<< (data.is_dead ? 1 : 0) << "," // is_dead
<< uint32(data.movementType) << ")"; // default movement generator type, cast to prevent save as symbol
WorldDatabase.PExecuteLog("%s", ss.str().c_str());
@ -1175,7 +1175,7 @@ void Creature::SelectLevel(const CreatureInfo* cinfo, float percentHealth, float
uint32 mana = minmana + uint32(rellevel * (maxmana - minmana));
SetCreateMana(mana);
SetMaxPower(POWER_MANA, mana); //MAX Mana
SetMaxPower(POWER_MANA, mana); // MAX Mana
SetPower(POWER_MANA, mana);
// TODO: set UNIT_FIELD_POWER*, for some creature class case (energy, etc)
@ -1655,7 +1655,7 @@ SpellEntry const* Creature::ReachWithSpellAttack(Unit* pVictim)
float dist = GetCombatDistance(pVictim);
//if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// continue;
if (dist > range || dist < minrange)
continue;
@ -1704,7 +1704,7 @@ SpellEntry const* Creature::ReachWithSpellCure(Unit* pVictim)
float dist = GetCombatDistance(pVictim);
//if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// continue;
if (dist > range || dist < minrange)
continue;
@ -1889,7 +1889,7 @@ bool Creature::IsOutOfThreatArea(Unit* pVictim) const
float AttackDist = GetAttackDistance(pVictim);
float ThreatRadius = sWorld.getConfig(CONFIG_FLOAT_THREAT_RADIUS);
//Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
// Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
return !pVictim->IsWithinDist3d(m_combatStartX, m_combatStartY, m_combatStartZ,
ThreatRadius > AttackDist ? ThreatRadius : AttackDist);
}
@ -1911,7 +1911,7 @@ CreatureDataAddon const* Creature::GetCreatureAddon() const
return ObjectMgr::GetCreatureTemplateAddon(GetEntry());
}
//creature_addon table
// creature_addon table
bool Creature::LoadCreatureAddon(bool reload)
{
CreatureDataAddon const* cainfo = GetCreatureAddon();
@ -1929,7 +1929,7 @@ bool Creature::LoadCreatureAddon(bool reload)
// 3 StandMiscFlags
SetByteValue(UNIT_FIELD_BYTES_1, 0, uint8(cainfo->bytes1 & 0xFF));
//SetByteValue(UNIT_FIELD_BYTES_1, 1, uint8((cainfo->bytes1 >> 8) & 0xFF));
// SetByteValue(UNIT_FIELD_BYTES_1, 1, uint8((cainfo->bytes1 >> 8) & 0xFF));
SetByteValue(UNIT_FIELD_BYTES_1, 1, 0);
SetByteValue(UNIT_FIELD_BYTES_1, 2, uint8((cainfo->bytes1 >> 16) & 0xFF));
SetByteValue(UNIT_FIELD_BYTES_1, 3, uint8((cainfo->bytes1 >> 24) & 0xFF));
@ -1945,8 +1945,8 @@ bool Creature::LoadCreatureAddon(bool reload)
if (cainfo->pvp_state != 0)
SetByteValue(UNIT_FIELD_BYTES_2, 1, cainfo->pvp_state);
//SetByteValue(UNIT_FIELD_BYTES_2, 2, 0);
//SetByteValue(UNIT_FIELD_BYTES_2, 3, 0);
// SetByteValue(UNIT_FIELD_BYTES_2, 2, 0);
// SetByteValue(UNIT_FIELD_BYTES_2, 3, 0);
if (cainfo->emote != 0)
SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote);
@ -2223,7 +2223,7 @@ void Creature::GetRespawnCoord(float& x, float& y, float& z, float* ori, float*
*dist = GetRespawnRadius();
}
//lets check if our creatures have valid spawn coordinates
// lets check if our creatures have valid spawn coordinates
MANGOS_ASSERT(MaNGOS::IsValidMapCoord(x, y, z) || PrintCoordinatesError(x, y, z, "respawn"));
}
@ -2494,7 +2494,7 @@ struct SpawnCreatureInMapsWorker
if (map->IsLoaded(i_data->posX, i_data->posY))
{
Creature* pCreature = new Creature;
//DEBUG_LOG("Spawning creature %u",*itr);
// DEBUG_LOG("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(i_guid, map))
{
delete pCreature;