[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)

This commit is contained in:
Spp committed 2011-09-15 14:12:57 +02:00
1 parent 9006e4e8dc
commit af05915b9e
431 files changed
+3131 -3131

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@@ -154,7 +154,7 @@ void GameObject::RemoveFromWorld()
}
}
bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 artKit)
bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 artKit)
{
ASSERT(map);
SetMap(map);
@@ -465,7 +465,7 @@ void GameObject::Update(uint32 diff)
{
//Battleground gameobjects case
if (ok->ToPlayer()->InBattleground())
if (Battleground *bg = ok->ToPlayer()->GetBattleground())
if (Battleground* bg = ok->ToPlayer()->GetBattleground())
bg->HandleTriggerBuff(GetGUID());
}
}
@@ -629,7 +629,7 @@ void GameObject::Delete()
AddObjectToRemoveList();
}
void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)
void GameObject::getFishLoot(Loot* fishloot, Player* loot_owner)
{
fishloot->clear();
@@ -646,7 +646,7 @@ void GameObject::SaveToDB()
{
// this should only be used when the gameobject has already been loaded
// preferably after adding to map, because mapid may not be valid otherwise
GameObjectData const *data = sObjectMgr->GetGOData(m_DBTableGuid);
GameObjectData const* data = sObjectMgr->GetGOData(m_DBTableGuid);
if (!data)
{
sLog->outError("GameObject::SaveToDB failed, cannot get gameobject data!");
@@ -658,7 +658,7 @@ void GameObject::SaveToDB()
void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
{
const GameObjectTemplate *goI = GetGOInfo();
const GameObjectTemplate* goI = GetGOInfo();
if (!goI)
return;
@@ -712,7 +712,7 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
WorldDatabase.CommitTransaction(trans);
}
bool GameObject::LoadFromDB(uint32 guid, Map *map)
bool GameObject::LoadFromDB(uint32 guid, Map* map)
{
GameObjectData const* data = sObjectMgr->GetGOData(guid);
@@ -878,7 +878,7 @@ void GameObject::Respawn()
}
}
bool GameObject::ActivateToQuest(Player *pTarget) const
bool GameObject::ActivateToQuest(Player* pTarget) const
{
if (pTarget->HasQuestForGO(GetEntry()))
return true;
@@ -896,7 +896,7 @@ bool GameObject::ActivateToQuest(Player *pTarget) const
//TODO: fix this hack
//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
if (Battleground *bg = pTarget->GetBattleground())
if (Battleground* bg = pTarget->GetBattleground())
if (bg->GetTypeID(true) == BATTLEGROUND_AV && !(((BattlegroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(), pTarget->GetTeam())))
return false;
return true;
@@ -997,14 +997,14 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
void GameObject::SetGoArtKit(uint8 kit)
{
SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
GameObjectData *data = const_cast<GameObjectData*>(sObjectMgr->GetGOData(m_DBTableGuid));
GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGOData(m_DBTableGuid));
if (data)
data->artKit = kit;
}
void GameObject::SetGoArtKit(uint8 artkit, GameObject *go, uint32 lowguid)
void GameObject::SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid)
{
const GameObjectData *data = NULL;
const GameObjectData* data = NULL;
if (go)
{
go->SetGoArtKit(artkit);
@@ -1477,7 +1477,7 @@ void GameObject::Use(Unit* user)
if (player->CanUseBattlegroundObject())
{
// in battleground check
Battleground *bg = player->GetBattleground();
Battleground* bg = player->GetBattleground();
if (!bg)
return;
if (player->GetVehicle())
@@ -1685,7 +1685,7 @@ const char* GameObject::GetNameForLocaleIdx(LocaleConstant loc_idx) const
if (loc_idx != DEFAULT_LOCALE)
{
uint8 uloc_idx = uint8(loc_idx);
if (GameObjectLocale const *cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
if (GameObjectLocale const* cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
return cl->Name[uloc_idx].c_str();
}