*Use 4 spaces instead of tabs in .cpp and .h files

--HG--
branch : trunk
This commit is contained in:
maximius
2009-09-14 16:06:21 -07:00
parent b37f9b1e55
commit 4ab8d4a5dd
14 changed files with 65 additions and 65 deletions
+19 -19
View File
@@ -448,7 +448,7 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
m_baseSpellPower = 0;
m_baseFeralAP = 0;
m_baseManaRegen = 0;
m_armorPenetrationPct = 0.0f;
m_armorPenetrationPct = 0.0f;
// Honor System
m_lastHonorUpdateTime = time(NULL);
@@ -2398,8 +2398,8 @@ bool Player::IsGroupVisibleFor(Player* p) const
bool Player::IsInSameGroupWith(Player const* p) const
{
return (p==this || (GetGroup() != NULL &&
GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
return (p==this || (GetGroup() != NULL &&
GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
@@ -10996,15 +10996,15 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
// update expertise and armor penetration - passive auras may need it
if( slot == EQUIPMENT_SLOT_MAINHAND )
{
{
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
UpdateArmorPenetration();
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
{
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
UpdateArmorPenetration();
}
switch(slot)
{
@@ -11154,13 +11154,13 @@ void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
}
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
UpdateArmorPenetration();
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
{
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
UpdateArmorPenetration();
}
// update armor penetration - passive auras may need it
switch(slot)
{
@@ -11290,15 +11290,15 @@ void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
}
if( slot == EQUIPMENT_SLOT_MAINHAND )
{
{
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
UpdateArmorPenetration();
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
{
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
UpdateArmorPenetration();
}
// equipment visual show
SetVisibleItemSlot(slot, NULL);