Eliminated tabs!

Eliminated tabs!
This commit is contained in:
Charles A Edwards 2016-02-07 19:01:56 +00:00 committed by Antz
parent 0f19fec851
commit 942dd64a53
27 changed files with 247 additions and 247 deletions

View file

@ -1684,8 +1684,8 @@ class Unit : public WorldObject
bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
/**
* Gets the percent of the health. The formula: (GetHealth() * 100) / GetMaxHealth()
@ -1693,9 +1693,9 @@ class Unit : public WorldObject
* \see GetHealth
* \see GetMaxHealth
*/
float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
/**
* Sets the health to the given value, it cant be higher than Unit::GetMaxHealth though
* @param val the value to set the health to
@ -2164,18 +2164,18 @@ class Unit : public WorldObject
bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool IsServiceProvider() const
bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool IsServiceProvider() const
{
return HasFlag(UNIT_NPC_FLAGS,
UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
@ -2183,7 +2183,7 @@ class Unit : public WorldObject
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
}
bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); }
@ -2422,8 +2422,8 @@ class Unit : public WorldObject
* \todo What's the swingtype for?
*/
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
/**
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
/**
* Used to send a update to the combat log for all \ref Player/\ref Unit s in the vicinity.
* @param log Info about who/what did damage to who and how etc, data needed for the packet
* \see OpcodesList::SMSG_SPELLNONMELEEDAMAGELOG
@ -2564,32 +2564,32 @@ class Unit : public WorldObject
void SendThreatRemove(HostileReference* pHostileReference);
void SendThreatUpdate();
/**
* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::ALIVE
* @return true if this \ref Unit is alive, false otherwise
*/
/**
* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::ALIVE
* @return true if this \ref Unit is alive, false otherwise
*/
bool IsAlive() const { return (m_deathState == ALIVE); };
bool IsDying() const { return (m_deathState == JUST_DIED); }
/**
* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
*/
bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
/**
* Returns the current \ref DeathState for this \ref Unit.
* @return the value of the member \ref Unit::m_deathState
*/
DeathState getDeathState() const { return m_deathState; };
/**
* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
* happen when that changes happen, ie: you just died, then you're auras should be removed,
* any combopoints that you had should be removed etc.
*
* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
* @param s the new \ref DeathState this \ref Unit should get
*/
bool IsDying() const { return (m_deathState == JUST_DIED); }
/**
* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
*/
bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
/**
* Returns the current \ref DeathState for this \ref Unit.
* @return the value of the member \ref Unit::m_deathState
*/
DeathState getDeathState() const { return m_deathState; };
/**
* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
* happen when that changes happen, ie: you just died, then you're auras should be removed,
* any combopoints that you had should be removed etc.
*
* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
* @param s the new \ref DeathState this \ref Unit should get
*/
virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet
ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
@ -2737,7 +2737,7 @@ class Unit : public WorldObject
* @return true if the \ref Unit has a charmer, false otherwise
* \see Unit::GetCharmerGuid
*/
bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
/**
* There's only \ref CharmInfo available if this \ref Unit is in fact charmed by someone
@ -3035,8 +3035,8 @@ class Unit : public WorldObject
// delayed+channeled spells are always interrupted
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0);
Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
bool CheckAndIncreaseCastCounter();