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[12069] Cleanup comment style
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parent
5efb3867f5
commit
835d1c7479
205 changed files with 2835 additions and 2835 deletions
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@ -161,9 +161,9 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
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if (goinfo->type == GAMEOBJECT_TYPE_CAPTURE_POINT && goinfo->capturePoint.radius)
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SetCapturePointSlider(CAPTURE_SLIDER_NEUTRAL);
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//Notify the map's instance data.
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//Only works if you create the object in it, not if it is moves to that map.
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//Normally non-players do not teleport to other maps.
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// Notify the map's instance data.
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// Only works if you create the object in it, not if it is moves to that map.
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// Normally non-players do not teleport to other maps.
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if (InstanceData* iData = map->GetInstanceData())
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iData->OnObjectCreate(this);
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@ -247,10 +247,10 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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}
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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//we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
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// we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
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if (GetGoState() != GO_STATE_READY)
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ResetDoorOrButton();
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//flags in AB are type_button and we need to add them here so no break!
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// flags in AB are type_button and we need to add them here so no break!
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default:
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if (!m_spawnedByDefault) // despawn timer
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{
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@ -280,8 +280,8 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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Unit* ok = NULL; // pointer to appropriate target if found any
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bool IsBattleGroundTrap = false;
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//FIXME: this is activation radius (in different casting radius that must be selected from spell data)
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//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
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// FIXME: this is activation radius (in different casting radius that must be selected from spell data)
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// TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
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float radius = float(goInfo->trap.radius);
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if (!radius)
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{
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@ -334,7 +334,7 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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if (IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER)
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{
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//BattleGround gameobjects case
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// BattleGround gameobjects case
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if (((Player*)ok)->InBattleGround())
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if (BattleGround* bg = ((Player*)ok)->GetBattleGround())
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bg->HandleTriggerBuff(GetObjectGuid());
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@ -412,7 +412,7 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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SetGoState(GO_STATE_READY);
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//any return here in case battleground traps
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// any return here in case battleground traps
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break;
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case GAMEOBJECT_TYPE_CAPTURE_POINT:
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// remove capturing players because slider wont be displayed if capture point is being locked
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@ -605,7 +605,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map* map)
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}
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uint32 entry = data->id;
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//uint32 map_id = data->mapid; // already used before call
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// uint32 map_id = data->mapid; // already used before call
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uint32 phaseMask = data->phaseMask;
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float x = data->posX;
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float y = data->posY;
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@ -822,7 +822,7 @@ bool GameObject::ActivateToQuest(Player* pTarget) const
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if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
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{
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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// look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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if (BattleGround* bg = pTarget->GetBattleGround())
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if (bg->GetTypeID() == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(), pTarget->GetTeam())))
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@ -961,9 +961,9 @@ void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false *
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else
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RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
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if (GetGoState() == GO_STATE_READY) //if closed -> open
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if (GetGoState() == GO_STATE_READY) // if closed -> open
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SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE);
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else //if open -> close
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else // if open -> close
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SetGoState(GO_STATE_READY);
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}
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@ -994,7 +994,7 @@ void GameObject::Use(Unit* user)
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{
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case GAMEOBJECT_TYPE_DOOR: // 0
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{
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//doors never really despawn, only reset to default state/flags
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// doors never really despawn, only reset to default state/flags
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UseDoorOrButton();
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// activate script
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@ -1004,7 +1004,7 @@ void GameObject::Use(Unit* user)
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}
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case GAMEOBJECT_TYPE_BUTTON: // 1
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{
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//buttons never really despawn, only reset to default state/flags
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// buttons never really despawn, only reset to default state/flags
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UseDoorOrButton();
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TriggerLinkedGameObject(user);
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@ -1192,7 +1192,7 @@ void GameObject::Use(Unit* user)
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// possible quest objective for active quests
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if (info->goober.questId && sObjectMgr.GetQuestTemplate(info->goober.questId))
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{
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//Quest require to be active for GO using
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// Quest require to be active for GO using
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if (player->GetQuestStatus(info->goober.questId) != QUEST_STATUS_INCOMPLETE)
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break;
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}
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@ -1265,7 +1265,7 @@ void GameObject::Use(Unit* user)
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if (!zone_skill)
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zone_skill = sObjectMgr.GetFishingBaseSkillLevel(zone);
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//provide error, no fishable zone or area should be 0
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// provide error, no fishable zone or area should be 0
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if (!zone_skill)
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sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.", subzone);
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@ -1284,7 +1284,7 @@ void GameObject::Use(Unit* user)
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{
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if (!sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_POSSIBLE_FISHINGPOOL))
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{
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//TODO: find reasonable value for fishing hole search
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// TODO: find reasonable value for fishing hole search
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fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
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if (fishingHole)
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success = true;
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@ -1292,7 +1292,7 @@ void GameObject::Use(Unit* user)
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}
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// just search fishhole for success case
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else
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//TODO: find reasonable value for fishing hole search
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// TODO: find reasonable value for fishing hole search
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fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
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if (success || sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_GAIN_FISHING))
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@ -1461,7 +1461,7 @@ void GameObject::Use(Unit* user)
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if (!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player))
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return;
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//required lvl checks!
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// required lvl checks!
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uint8 level = player->getLevel();
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if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
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return;
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@ -1498,7 +1498,7 @@ void GameObject::Use(Unit* user)
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// 15004
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// 15005
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bg->EventPlayerClickedOnFlag(player, this);
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return; //we don't need to delete flag ... it is despawned!
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return; // we don't need to delete flag ... it is despawned!
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}
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break;
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}
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@ -1549,7 +1549,7 @@ void GameObject::Use(Unit* user)
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break;
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}
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}
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//this cause to call return, all flags must be deleted here!!
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// this cause to call return, all flags must be deleted here!!
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spellId = 0;
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Delete();
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}
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@ -1855,7 +1855,7 @@ void GameObject::SetLootRecipient(Unit* pUnit)
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float GameObject::GetObjectBoundingRadius() const
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{
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//FIXME:
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// FIXME:
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// 1. This is clearly hack way because GameObjectDisplayInfoEntry have 6 floats related to GO sizes, but better that use DEFAULT_WORLD_OBJECT_SIZE
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// 2. In some cases this must be only interactive size, not GO size, current way can affect creature target point auto-selection in strange ways for big underground/virtual GOs
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if (m_displayInfo)
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@ -1904,7 +1904,7 @@ struct SpawnGameObjectInMapsWorker
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if (map->IsLoaded(i_data->posX, i_data->posY))
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{
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GameObject* pGameobject = new GameObject;
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//DEBUG_LOG("Spawning gameobject %u", *itr);
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// DEBUG_LOG("Spawning gameobject %u", *itr);
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if (!pGameobject->LoadFromDB(i_guid, map))
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{
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delete pGameobject;
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