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Core/Misc: More coding standards (#23519)
* Core/Misc: More coding standards * revert part * "void " or more to "void " * fix? reject * remove more double whitespaces * remove more double whitespaces * more standards * more coding standards * More standards * more coding * more coding standards * more coding standards * And more standards
This commit is contained in:
committed by
Giacomo Pozzoni
parent
84b7b2e08e
commit
574a7c8d3d
@@ -3088,7 +3088,7 @@ void WorldObject::GetPlayerListInGrid(Container& playerContainer, float maxSearc
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Cell::VisitWorldObjects(this, searcher, maxSearchRange);
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}
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void WorldObject::GetNearPoint2D(WorldObject const* searcher, float &x, float &y, float distance2d, float absAngle) const
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void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance2d, float absAngle) const
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{
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float effectiveReach = GetCombatReach();
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@@ -3117,7 +3117,7 @@ void WorldObject::GetNearPoint2D(WorldObject const* searcher, float &x, float &y
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Trinity::NormalizeMapCoord(y);
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}
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void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float distance2d, float absAngle) const
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void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float distance2d, float absAngle) const
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{
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GetNearPoint2D(searcher, x, y, distance2d, absAngle);
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z = GetPositionZ();
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@@ -3152,10 +3152,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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z = first_z;
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}
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void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
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void WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
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{
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// angle calculated from current orientation
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GetNearPoint(nullptr, x, y, z, distance2d+size, GetOrientation() + relAngle);
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GetNearPoint(nullptr, x, y, z, distance2d + size, GetOrientation() + relAngle);
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}
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Position WorldObject::GetNearPosition(float dist, float angle)
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