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Eliminated tabs!
Eliminated tabs!
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parent
0f19fec851
commit
942dd64a53
27 changed files with 247 additions and 247 deletions
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@ -1684,8 +1684,8 @@ class Unit : public WorldObject
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bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
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bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
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bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
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bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
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bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
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/**
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* Gets the percent of the health. The formula: (GetHealth() * 100) / GetMaxHealth()
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@ -1693,9 +1693,9 @@ class Unit : public WorldObject
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* \see GetHealth
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* \see GetMaxHealth
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*/
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float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
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uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
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uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
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float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
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uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
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uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
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/**
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* Sets the health to the given value, it cant be higher than Unit::GetMaxHealth though
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* @param val the value to set the health to
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@ -2164,18 +2164,18 @@ class Unit : public WorldObject
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bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
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bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
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bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
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bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
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bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
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bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
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bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
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bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
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bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
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bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
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bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
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bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
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bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
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bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
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bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
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bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
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bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
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bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
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bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
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bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
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bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
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bool IsServiceProvider() const
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bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
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bool IsServiceProvider() const
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{
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return HasFlag(UNIT_NPC_FLAGS,
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UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
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@ -2183,7 +2183,7 @@ class Unit : public WorldObject
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UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
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UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
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}
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bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); }
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@ -2422,8 +2422,8 @@ class Unit : public WorldObject
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* \todo What's the swingtype for?
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*/
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void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
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void SendAttackStateUpdate(uint32 HitInfo, Unit* target, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
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/**
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void SendAttackStateUpdate(uint32 HitInfo, Unit* target, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
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/**
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* Used to send a update to the combat log for all \ref Player/\ref Unit s in the vicinity.
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* @param log Info about who/what did damage to who and how etc, data needed for the packet
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* \see OpcodesList::SMSG_SPELLNONMELEEDAMAGELOG
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@ -2564,32 +2564,32 @@ class Unit : public WorldObject
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void SendThreatRemove(HostileReference* pHostileReference);
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void SendThreatUpdate();
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/**
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* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
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* for the value \ref DeathState::ALIVE
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* @return true if this \ref Unit is alive, false otherwise
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*/
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/**
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* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
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* for the value \ref DeathState::ALIVE
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* @return true if this \ref Unit is alive, false otherwise
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*/
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bool IsAlive() const { return (m_deathState == ALIVE); };
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bool IsDying() const { return (m_deathState == JUST_DIED); }
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/**
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* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
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* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
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* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
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*/
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bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
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/**
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* Returns the current \ref DeathState for this \ref Unit.
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* @return the value of the member \ref Unit::m_deathState
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*/
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DeathState getDeathState() const { return m_deathState; };
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/**
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* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
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* happen when that changes happen, ie: you just died, then you're auras should be removed,
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* any combopoints that you had should be removed etc.
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*
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* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
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* @param s the new \ref DeathState this \ref Unit should get
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*/
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bool IsDying() const { return (m_deathState == JUST_DIED); }
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/**
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* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
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* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
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* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
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*/
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bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
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/**
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* Returns the current \ref DeathState for this \ref Unit.
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* @return the value of the member \ref Unit::m_deathState
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*/
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DeathState getDeathState() const { return m_deathState; };
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/**
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* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
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* happen when that changes happen, ie: you just died, then you're auras should be removed,
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* any combopoints that you had should be removed etc.
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*
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* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
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* @param s the new \ref DeathState this \ref Unit should get
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*/
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virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet
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ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
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@ -2737,7 +2737,7 @@ class Unit : public WorldObject
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* @return true if the \ref Unit has a charmer, false otherwise
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* \see Unit::GetCharmerGuid
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*/
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bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
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bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
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/**
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* There's only \ref CharmInfo available if this \ref Unit is in fact charmed by someone
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@ -3035,8 +3035,8 @@ class Unit : public WorldObject
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// delayed+channeled spells are always interrupted
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void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0);
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Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
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Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
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Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
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Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
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Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
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bool CheckAndIncreaseCastCounter();
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