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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -19,40 +19,40 @@ class ObjectGridLoader
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{
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friend class ObjectWorldLoader;
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public:
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ObjectGridLoader(NGridType &grid, Map* map, const Cell &cell)
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: i_cell(cell), i_grid(grid), i_map(map), i_gameObjects(0), i_creatures(0), i_corpses (0)
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{}
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public:
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ObjectGridLoader(NGridType& grid, Map* map, const Cell& cell)
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: i_cell(cell), i_grid(grid), i_map(map), i_gameObjects(0), i_creatures(0), i_corpses (0)
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{}
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void Visit(GameObjectMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &) const {}
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void Visit(DynamicObjectMapType&) const {}
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void Visit(GameObjectMapType& m);
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void Visit(CreatureMapType& m);
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void Visit(CorpseMapType&) const {}
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void Visit(DynamicObjectMapType&) const {}
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void LoadN(void);
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void LoadN(void);
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template<class T> static void SetObjectCell(T* obj, CellCoord const& cellCoord);
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template<class T> static void SetObjectCell(T* obj, CellCoord const& cellCoord);
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private:
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Cell i_cell;
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NGridType &i_grid;
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Map* i_map;
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uint32 i_gameObjects;
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uint32 i_creatures;
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uint32 i_corpses;
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private:
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Cell i_cell;
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NGridType& i_grid;
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Map* i_map;
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uint32 i_gameObjects;
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uint32 i_creatures;
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uint32 i_corpses;
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};
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//Clean up and remove from world
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class ObjectGridCleaner
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{
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public:
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template<class T> void Visit(GridRefManager<T> &);
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public:
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template<class T> void Visit(GridRefManager<T>&);
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};
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//Delete objects before deleting NGrid
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class ObjectGridUnloader
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{
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public:
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template<class T> void Visit(GridRefManager<T> &m);
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public:
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template<class T> void Visit(GridRefManager<T>& m);
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};
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#endif
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