Change space indentation to tabs

This commit is contained in:
j883376
2013-05-09 10:44:08 -04:00
parent ffcff4aea1
commit 4bdd8b2502
393 changed files with 22463 additions and 23238 deletions
+26 -26
View File
@@ -1,19 +1,19 @@
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "../common/debug.h"
@@ -92,9 +92,9 @@ void Mob::CheckFlee() {
}
if(ratio < run_ratio)
{
if( RuleB(Combat, FleeIfNotAlone)
|| ( !RuleB(Combat, FleeIfNotAlone)
&& (entity_list.GetHatedCount(hate_top, this) == 0)))
if (RuleB(Combat, FleeIfNotAlone) ||
(!RuleB(Combat, FleeIfNotAlone) &&
(entity_list.GetHatedCount(hate_top, this) == 0)))
StartFleeing();
}
@@ -127,10 +127,10 @@ void Mob::ProcessFlee() {
}
float Mob::GetFearSpeed() {
if(flee_mode) {
//we know ratio < FLEE_HP_RATIO
float speed = GetRunspeed();
float ratio = GetHPRatio();
if(flee_mode) {
//we know ratio < FLEE_HP_RATIO
float speed = GetRunspeed();
float ratio = GetHPRatio();
// mob's movement will halt with a decent snare at HP specified by rule.
if (ratio <= RuleI(Combat, FleeSnareHPRatio) && GetSnaredAmount() > 40) {
@@ -140,11 +140,11 @@ float Mob::GetFearSpeed() {
if (ratio < FLEE_HP_MINSPEED)
ratio = FLEE_HP_MINSPEED;
speed = speed * 0.5 * ratio / 100;
speed = speed * 0.5 * ratio / 100;
return(speed);
}
return(GetRunspeed());
return(speed);
}
return(GetRunspeed());
}
void Mob::CalculateNewFearpoint()
@@ -251,7 +251,7 @@ void Mob::CalculateNewFearpoint()
fear_path_state = new MobFearState();
if(zone->pathing->FindNearestFear(fear_path_state, GetX(), GetY(), GetZ())) {
#ifdef FEAR_PATHING_DEBUG
LogFile->write(EQEMuLog::Debug, "Fear Pathing Start: found path, moving from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
LogFile->write(EQEMuLog::Debug, "Fear Pathing Start: found path, moving from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
GetX(), GetY(), GetZ(), fear_path_state->x, fear_path_state->y, fear_path_state->z);
#endif
//we found a fear node... were on our way..
@@ -373,7 +373,7 @@ void Mob::CalculateFearPosition() {
return;
}
#ifdef FEAR_PATHING_DEBUG
LogFile->write(EQEMuLog::Debug, "Fear Pathing: on path, moving from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
LogFile->write(EQEMuLog::Debug, "Fear Pathing: on path, moving from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
GetX(), GetY(), GetZ(), fear_path_state->x, fear_path_state->y, fear_path_state->z);
#endif
//we found a fear node... were on our way..
@@ -400,7 +400,7 @@ void Mob::CalculateFearPosition() {
if(zone->pathing->FindNearestFear(fear_path_state, GetX(), GetY(), GetZ())) {
#ifdef FEAR_PATHING_DEBUG
LogFile->write(EQEMuLog::Debug, "Fear Pathing: ran to find path, moving from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
LogFile->write(EQEMuLog::Debug, "Fear Pathing: ran to find path, moving from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
GetX(), GetY(), GetZ(), fear_path_state->x, fear_path_state->y, fear_path_state->z);
#endif
//we found a fear node... were on our way..
@@ -422,7 +422,7 @@ void Mob::CalculateFearPosition() {
//do not force a path if we are fleeing
if(!flee_mode && zone->pathing->FindNearestFear(fear_path_state, GetX(), GetY(), GetZ(), false)) {
#ifdef FEAR_PATHING_DEBUG
LogFile->write(EQEMuLog::Debug, "Fear Pathing: Bullshit Path from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
LogFile->write(EQEMuLog::Debug, "Fear Pathing: Bullshit Path from (%.2f, %.2f, %.2f) to path node (%.2f, %.2f, %.2f)",
GetX(), GetY(), GetZ(), fear_path_state->x, fear_path_state->y, fear_path_state->z);
#endif
//we found a fear node... were on our way..