Code Style: tab to spaces

--HG--
branch : trunk
This commit is contained in:
Spp committed 2010-04-07 17:24:07 +02:00
1 parent 502fc82fb8
commit f490ad5ac2
54 files changed
+330 -330

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+13 -13
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@@ -3091,9 +3091,9 @@ float Unit::GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVict
if (attackType != RANGED_ATTACK)
{
crit -= pVictim->GetMeleeCritChanceReduction();
// Glyph of barkskin
if (pVictim->HasAura(63057) && pVictim->HasAura(22812))
crit-=25.0f;
// Glyph of barkskin
if (pVictim->HasAura(63057) && pVictim->HasAura(22812))
crit-=25.0f;
}
else
crit -= pVictim->GetRangedCritChanceReduction();
@@ -9254,7 +9254,7 @@ void Unit::SetMinion(Minion *minion, bool apply)
else if (minion->isTotem())
{
// All summoned by totem minions must disappear when it is removed.
if (const SpellEntry* spInfo = sSpellStore.LookupEntry(minion->ToTotem()->GetSpell()))
if (const SpellEntry* spInfo = sSpellStore.LookupEntry(minion->ToTotem()->GetSpell()))
for (int i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spInfo->Effect[i] != SPELL_EFFECT_SUMMON)
@@ -11369,7 +11369,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (enemy)
{
if (IsAIEnabled)
{
{
this->ToCreature()->AI()->EnterCombat(enemy);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);//always remove Out of Combat Non Attackable flag if we enter combat and AI is enabled
}
@@ -12173,7 +12173,7 @@ Unit* Creature::SelectVictim()
for (AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
{
if ((*itr) && !canCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER
&& !(*itr)->ToCreature()->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
&& !(*itr)->ToCreature()->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
return NULL;
}
@@ -14761,17 +14761,17 @@ void Unit::SetControlled(bool apply, UnitState state)
break;
case UNIT_STAT_CONFUSED:
if (!hasUnitState(UNIT_STAT_STUNNED))
{
{
SetConfused(true);
CastStop();
}
CastStop();
}
break;
case UNIT_STAT_FLEEING:
if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
{
{
SetFeared(true);
CastStop();
}
CastStop();
}
break;
default:
break;
@@ -15843,7 +15843,7 @@ void Unit::EnterVehicle(Vehicle *vehicle, int8 seatId)
// drop flag at invisible in bg
if(this->ToPlayer()->InBattleGround())
if(BattleGround *bg = this->ToPlayer()->GetBattleGround())
bg->EventPlayerDroppedFlag(this->ToPlayer());
bg->EventPlayerDroppedFlag(this->ToPlayer());
}
assert(!m_vehicle);