Cleanup Operator padding

This commit is contained in:
Schmoozerd 2012-07-20 17:38:23 +02:00
parent 9141299127
commit e32b9953a1
264 changed files with 6715 additions and 6715 deletions

View file

@ -32,7 +32,7 @@ void PointMovementGenerator<T>::Initialize(T& unit)
if (!unit.IsStopped())
unit.StopMoving();
unit.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
Movement::MoveSplineInit init(unit);
init.MoveTo(i_x, i_y, i_z, m_generatePath);
init.Launch();
@ -41,7 +41,7 @@ void PointMovementGenerator<T>::Initialize(T& unit)
template<class T>
void PointMovementGenerator<T>::Finalize(T& unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
if (unit.movespline->Finalized())
MovementInform(unit);
@ -50,7 +50,7 @@ void PointMovementGenerator<T>::Finalize(T& unit)
template<class T>
void PointMovementGenerator<T>::Interrupt(T& unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
}
template<class T>
@ -59,7 +59,7 @@ void PointMovementGenerator<T>::Reset(T& unit)
if (!unit.IsStopped())
unit.StopMoving();
unit.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
}
template<class T>
@ -112,7 +112,7 @@ template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32&
void AssistanceMovementGenerator::Finalize(Unit& unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
((Creature*)&unit)->SetNoCallAssistance(false);
((Creature*)&unit)->CallAssistance();
@ -133,7 +133,7 @@ void EffectMovementGenerator::Finalize(Unit& unit)
if (((Creature&)unit).AI() && unit.movespline->Finalized())
((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
// Need restore previous movement since we have no proper states system
if (unit.isAlive() && !unit.hasUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_FLEEING))
if (unit.isAlive() && !unit.hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING))
{
if (Unit* victim = unit.getVictim())
unit.GetMotionMaster()->MoveChase(victim);