Apply style fix pt3

This commit is contained in:
Antz 2020-01-13 10:14:05 +00:00
parent 1392c131e7
commit d93dbd95fe
191 changed files with 9851 additions and 676 deletions

View file

@ -175,7 +175,9 @@ void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
creature.MonsterText(textData, NULL);
}
else
{ sLog.outErrorDb("%s reached waypoint %u, attempted to do text %i, but required text-data could not be found", creature.GetGuidStr().c_str(), i_currentNode, textId); }
{
sLog.outErrorDb("%s reached waypoint %u, attempted to do text %i, but required text-data could not be found", creature.GetGuidStr().c_str(), i_currentNode, textId);
}
}
}
@ -240,7 +242,9 @@ void WaypointMovementGenerator<Creature>::StartMove(Creature& creature)
creature.AI()->MovementInform(EXTERNAL_WAYPOINT_FINISHED_LAST + m_pathId, currPoint->first);
if (creature.IsDead() || !creature.IsInWorld()) // Might have happened with above calls
{
return;
}
}
i_currentNode = currPoint->first;
@ -382,11 +386,15 @@ void WaypointMovementGenerator<Creature>::AddToWaypointPauseTime(int32 waitTimeD
bool WaypointMovementGenerator<Creature>::SetNextWaypoint(uint32 pointId)
{
if (!i_path || i_path->empty())
{
return false;
}
WaypointPath::const_iterator currPoint = i_path->find(pointId);
if (currPoint == i_path->end())
{
return false;
}
// Allow Moving with next tick
// Handle allow movement this way to not interact with PAUSED state.