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:
Aokromes
2019-07-08 12:51:42 +02:00
committed by Giacomo Pozzoni
parent 84b7b2e08e
commit 574a7c8d3d
32 changed files with 173 additions and 173 deletions
+4 -4
View File
@@ -3088,7 +3088,7 @@ void WorldObject::GetPlayerListInGrid(Container& playerContainer, float maxSearc
Cell::VisitWorldObjects(this, searcher, maxSearchRange);
}
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float &x, float &y, float distance2d, float absAngle) const
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance2d, float absAngle) const
{
float effectiveReach = GetCombatReach();
@@ -3117,7 +3117,7 @@ void WorldObject::GetNearPoint2D(WorldObject const* searcher, float &x, float &y
Trinity::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float distance2d, float absAngle) const
void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float distance2d, float absAngle) const
{
GetNearPoint2D(searcher, x, y, distance2d, absAngle);
z = GetPositionZ();
@@ -3152,10 +3152,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
z = first_z;
}
void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
void WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
{
// angle calculated from current orientation
GetNearPoint(nullptr, x, y, z, distance2d+size, GetOrientation() + relAngle);
GetNearPoint(nullptr, x, y, z, distance2d + size, GetOrientation() + relAngle);
}
Position WorldObject::GetNearPosition(float dist, float angle)