[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
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9006e4e8dc
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af05915b9e
431 files changed
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-3131
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@@ -154,7 +154,7 @@ void GameObject::RemoveFromWorld()
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}
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}
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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)
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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)
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{
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ASSERT(map);
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SetMap(map);
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@@ -465,7 +465,7 @@ void GameObject::Update(uint32 diff)
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{
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//Battleground gameobjects case
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if (ok->ToPlayer()->InBattleground())
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if (Battleground *bg = ok->ToPlayer()->GetBattleground())
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if (Battleground* bg = ok->ToPlayer()->GetBattleground())
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bg->HandleTriggerBuff(GetGUID());
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}
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}
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@@ -629,7 +629,7 @@ void GameObject::Delete()
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AddObjectToRemoveList();
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}
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void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)
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void GameObject::getFishLoot(Loot* fishloot, Player* loot_owner)
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{
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fishloot->clear();
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@@ -646,7 +646,7 @@ void GameObject::SaveToDB()
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{
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// this should only be used when the gameobject has already been loaded
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// preferably after adding to map, because mapid may not be valid otherwise
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GameObjectData const *data = sObjectMgr->GetGOData(m_DBTableGuid);
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GameObjectData const* data = sObjectMgr->GetGOData(m_DBTableGuid);
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if (!data)
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{
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sLog->outError("GameObject::SaveToDB failed, cannot get gameobject data!");
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@@ -658,7 +658,7 @@ void GameObject::SaveToDB()
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void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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{
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const GameObjectTemplate *goI = GetGOInfo();
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const GameObjectTemplate* goI = GetGOInfo();
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if (!goI)
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return;
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@@ -712,7 +712,7 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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WorldDatabase.CommitTransaction(trans);
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}
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bool GameObject::LoadFromDB(uint32 guid, Map *map)
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bool GameObject::LoadFromDB(uint32 guid, Map* map)
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{
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GameObjectData const* data = sObjectMgr->GetGOData(guid);
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@@ -878,7 +878,7 @@ void GameObject::Respawn()
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}
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}
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bool GameObject::ActivateToQuest(Player *pTarget) const
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bool GameObject::ActivateToQuest(Player* pTarget) const
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{
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if (pTarget->HasQuestForGO(GetEntry()))
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return true;
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@@ -896,7 +896,7 @@ bool GameObject::ActivateToQuest(Player *pTarget) const
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//TODO: fix this hack
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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if (Battleground *bg = pTarget->GetBattleground())
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if (Battleground* bg = pTarget->GetBattleground())
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if (bg->GetTypeID(true) == BATTLEGROUND_AV && !(((BattlegroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(), pTarget->GetTeam())))
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return false;
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return true;
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@@ -997,14 +997,14 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
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void GameObject::SetGoArtKit(uint8 kit)
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{
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SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
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GameObjectData *data = const_cast<GameObjectData*>(sObjectMgr->GetGOData(m_DBTableGuid));
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GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGOData(m_DBTableGuid));
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if (data)
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data->artKit = kit;
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}
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void GameObject::SetGoArtKit(uint8 artkit, GameObject *go, uint32 lowguid)
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void GameObject::SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid)
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{
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const GameObjectData *data = NULL;
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const GameObjectData* data = NULL;
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if (go)
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{
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go->SetGoArtKit(artkit);
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@@ -1477,7 +1477,7 @@ void GameObject::Use(Unit* user)
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if (player->CanUseBattlegroundObject())
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{
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// in battleground check
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Battleground *bg = player->GetBattleground();
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Battleground* bg = player->GetBattleground();
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if (!bg)
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return;
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if (player->GetVehicle())
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@@ -1685,7 +1685,7 @@ const char* GameObject::GetNameForLocaleIdx(LocaleConstant loc_idx) const
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if (loc_idx != DEFAULT_LOCALE)
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{
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uint8 uloc_idx = uint8(loc_idx);
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if (GameObjectLocale const *cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
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if (GameObjectLocale const* cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
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if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
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return cl->Name[uloc_idx].c_str();
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}
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