Core/Code: Unify codestyle for brackets: {} to { }.

Also added missing copyright to some files.
This commit is contained in:
Ascathor committed 2013-10-27 23:46:02 +01:00
1 parent e5553cfb78
commit 2607738990
312 files changed
+1372 -1066

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@@ -116,7 +116,7 @@ private:
class EntryCheckPredicate
{
public:
EntryCheckPredicate(uint32 entry) : _entry(entry) {}
EntryCheckPredicate(uint32 entry) : _entry(entry) { }
bool operator()(uint64 guid) { return GUID_ENPART(guid) == _entry; }
private:
@@ -132,7 +132,7 @@ class DummyEntryCheckPredicate
struct ScriptedAI : public CreatureAI
{
explicit ScriptedAI(Creature* creature);
virtual ~ScriptedAI() {}
virtual ~ScriptedAI() { }
// *************
//CreatureAI Functions
@@ -141,34 +141,34 @@ struct ScriptedAI : public CreatureAI
void AttackStartNoMove(Unit* target);
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) { }
//Called at World update tick
virtual void UpdateAI(uint32 diff);
//Called at creature death
void JustDied(Unit* /*killer*/) {}
void JustDied(Unit* /*killer*/) { }
//Called at creature killing another unit
void KilledUnit(Unit* /*victim*/) {}
void KilledUnit(Unit* /*victim*/) { }
// Called when the creature summon successfully other creature
void JustSummoned(Creature* /*summon*/) {}
void JustSummoned(Creature* /*summon*/) { }
// Called when a summoned creature is despawned
void SummonedCreatureDespawn(Creature* /*summon*/) {}
void SummonedCreatureDespawn(Creature* /*summon*/) { }
// Called when hit by a spell
void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) { }
// Called when spell hits a target
void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) { }
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
void MovementInform(uint32 /*type*/, uint32 /*id*/) { }
// Called when AI is temporarily replaced or put back when possess is applied or removed
void OnPossess(bool /*apply*/) {}
void OnPossess(bool /*apply*/) { }
// *************
// Variables
@@ -185,10 +185,10 @@ struct ScriptedAI : public CreatureAI
// *************
//Called at creature reset either by death or evade
void Reset() {}
void Reset() { }
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* /*victim*/) {}
void EnterCombat(Unit* /*victim*/) { }
// Called before EnterCombat even before the creature is in combat.
void AttackStart(Unit* /*target*/);
@@ -334,7 +334,7 @@ class BossAI : public ScriptedAI
{
public:
BossAI(Creature* creature, uint32 bossId);
virtual ~BossAI() {}
virtual ~BossAI() { }
InstanceScript* const instance;
BossBoundaryMap const* GetBoundary() const { return _boundary; }
@@ -385,7 +385,7 @@ class WorldBossAI : public ScriptedAI
{
public:
WorldBossAI(Creature* creature);
virtual ~WorldBossAI() {}
virtual ~WorldBossAI() { }
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);