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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-02-15 16:26:08 +00:00
converted all tabs to 4 spaces
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@@ -287,7 +287,7 @@ class Map : public GridRefManager<NGridType>
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virtual bool AddPlayerToMap(Player*);
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virtual void RemovePlayerFromMap(Player*, bool);
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virtual void AfterPlayerUnlinkFromMap();
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virtual void AfterPlayerUnlinkFromMap();
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template<class T> bool AddToMap(T *, bool checkTransport = false);
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template<class T> void RemoveFromMap(T *, bool);
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@@ -339,7 +339,7 @@ class Map : public GridRefManager<NGridType>
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// some calls like isInWater should not use vmaps due to processor power
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// can return INVALID_HEIGHT if under z+2 z coord not found height
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float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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Transport* GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject = NULL);
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Transport* GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject = NULL);
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ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0) const;
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@@ -449,7 +449,7 @@ class Map : public GridRefManager<NGridType>
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void UpdateIteratorBack(Player* player);
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TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = NULL, uint32 duration = 0, Unit* summoner = NULL, uint32 spellId = 0, uint32 vehId = 0);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = NULL);
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Player* GetPlayer(uint64 guid);
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Creature* GetCreature(uint64 guid);
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@@ -475,7 +475,7 @@ class Map : public GridRefManager<NGridType>
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void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
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void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
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bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
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DynamicMapTree const& GetDynamicMapTree() const { return _dynamicTree; }
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DynamicMapTree const& GetDynamicMapTree() const { return _dynamicTree; }
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bool getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
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/*
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@@ -506,7 +506,7 @@ class Map : public GridRefManager<NGridType>
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void RemoveGORespawnTime(uint32 dbGuid);
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void LoadRespawnTimes();
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void DeleteRespawnTimes();
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time_t GetInstanceResetPeriod() const { return _instanceResetPeriod; }
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time_t GetInstanceResetPeriod() const { return _instanceResetPeriod; }
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static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId);
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@@ -521,13 +521,13 @@ class Map : public GridRefManager<NGridType>
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// Checks encounter state at kill/spellcast, originally in InstanceScript however not every map has instance script :(
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void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source);
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void LogEncounterFinished(EncounterCreditType type, uint32 creditEntry);
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void LogEncounterFinished(EncounterCreditType type, uint32 creditEntry);
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GridMap* GetGrid(float x, float y);
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void EnsureGridCreated(const GridCoord &);
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bool AllTransportsEmpty() const; // pussywizard
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void AllTransportsRemovePassengers(); // pussywizard
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TransportsContainer const& GetAllTransports() const { return _transports; }
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bool AllTransportsEmpty() const; // pussywizard
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void AllTransportsRemovePassengers(); // pussywizard
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TransportsContainer const& GetAllTransports() const { return _transports; }
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private:
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void LoadMapAndVMap(int gx, int gy);
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@@ -560,7 +560,7 @@ class Map : public GridRefManager<NGridType>
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return i_grids[x][y];
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}
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bool EnsureGridLoaded(Cell const&);
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bool EnsureGridLoaded(Cell const&);
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bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x, y)->isGridObjectDataLoaded(); }
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void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x, y)->setGridObjectDataLoaded(pLoaded); }
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@@ -658,11 +658,11 @@ class Map : public GridRefManager<NGridType>
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enum InstanceResetMethod
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{
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INSTANCE_RESET_ALL, // reset all option under portrait, resets only normal 5-mans
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INSTANCE_RESET_CHANGE_DIFFICULTY, // on changing difficulty
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INSTANCE_RESET_GLOBAL, // global id reset
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INSTANCE_RESET_GROUP_JOIN, // on joining group
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INSTANCE_RESET_GROUP_LEAVE // on leaving group
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INSTANCE_RESET_ALL, // reset all option under portrait, resets only normal 5-mans
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INSTANCE_RESET_CHANGE_DIFFICULTY, // on changing difficulty
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INSTANCE_RESET_GLOBAL, // global id reset
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INSTANCE_RESET_GROUP_JOIN, // on joining group
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INSTANCE_RESET_GROUP_LEAVE // on leaving group
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};
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class InstanceMap : public Map
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@@ -672,10 +672,10 @@ class InstanceMap : public Map
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~InstanceMap();
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bool AddPlayerToMap(Player*);
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void RemovePlayerFromMap(Player*, bool);
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void AfterPlayerUnlinkFromMap();
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void AfterPlayerUnlinkFromMap();
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void Update(const uint32, const uint32, bool thread = true);
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void CreateInstanceScript(bool load, std::string data, uint32 completedEncounterMask);
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bool Reset(uint8 method, std::list<uint32>* globalSkipList = NULL);
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void CreateInstanceScript(bool load, std::string data, uint32 completedEncounterMask);
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bool Reset(uint8 method, std::list<uint32>* globalSkipList = NULL);
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uint32 GetScriptId() { return i_script_id; }
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InstanceScript* GetInstanceScript() { return instance_script; }
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void PermBindAllPlayers();
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