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