Remove trailing whitespace

This commit is contained in:
j883376
2013-05-06 13:07:41 -04:00
parent 7a93966158
commit ffcff4aea1
548 changed files with 16397 additions and 16398 deletions
+12 -12
View File
@@ -94,7 +94,7 @@ public:
Doors* CastToDoors();
Trap* CastToTrap();
Beacon* CastToBeacon();
const Client* CastToClient() const;
const NPC* CastToNPC() const;
const Mob* CastToMob() const;
@@ -129,7 +129,7 @@ class EntityList
public:
EntityList();
~EntityList();
Entity* GetID(uint16 id);
Mob* GetMob(uint16 id);
inline Mob* GetMobID(uint16 id) { return(GetMob(id)); } //for perl
@@ -139,7 +139,7 @@ public:
NPC* GetNPCByID(uint16 id);
NPC* GetNPCByNPCTypeID(uint32 npc_id);
Merc* GetMercByID(uint16 id);
Client* GetClientByName(const char *name);
Client* GetClientByName(const char *name);
Client* GetClientByAccID(uint32 accid);
Client* GetClientByID(uint16 id);
Client* GetClientByCharID(uint32 iCharID);
@@ -198,7 +198,7 @@ public:
Object* FindNearbyObject(float x, float y, float z, float radius);
bool MakeDoorSpawnPacket(EQApplicationPacket* app, Client *client);
bool MakeTrackPacket(Client* client);
void SendTraders(Client* client);
void SendTraders(Client* client);
void AddClient(Client*);
void AddNPC(NPC*, bool SendSpawnPacket = true, bool dontqueue = false);
void AddMerc(Merc*, bool SendSpawnPacket = true, bool dontqueue = false);
@@ -250,7 +250,7 @@ public:
// Entity* GetEntityGroup(uint32 id);
Entity* GetEntityTrap(uint16 id);
Entity* GetEntityBeacon(uint16 id);
void DescribeAggro(Client *towho, NPC *from_who, float dist, bool verbose);
void Message(uint32 to_guilddbid, uint32 type, const char* message, ...);
@@ -298,14 +298,14 @@ public:
void AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true, int16 resist_adjust = 0);
void MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
void AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
void RadialSetLogging(Mob *around, bool enabled, bool clients, bool non_clients, float range = 0);
//trap stuff
Mob* GetTrapTrigger(Trap* trap);
void SendAlarm(Trap* trap, Mob* currenttarget, uint8 kos);
Trap* FindNearbyTrap(Mob* searcher, float max_dist);
void AddHealAggro(Mob* target, Mob* caster, uint16 thedam);
Mob* FindDefenseNPC(uint32 npcid);
void OpenDoorsNear(NPC* opener);
@@ -338,14 +338,14 @@ public:
void ClearFeignAggro(Mob* targ);
void ClearZoneFeignAggro(Client* targ);
void AggroZone(Mob* who, int hate = 0);
bool Fighting(Mob* targ);
void RemoveFromHateLists(Mob* mob, bool settoone = false);
void RemoveDebuffs(Mob* caster);
void MessageGroup(Mob* sender, bool skipclose, uint32 type, const char* message, ...);
void LimitAddNPC(NPC *npc);
void LimitRemoveNPC(NPC *npc);
bool LimitCheckType(uint32 npc_type, int count);
@@ -409,11 +409,11 @@ protected:
private:
void AddToSpawnQueue(uint16 entityid, NewSpawn_Struct** app);
void CheckSpawnQueue();
//used for limiting spawns
class SpawnLimitRecord { public: uint32 spawngroup_id; uint32 npc_type; };
map<uint16, SpawnLimitRecord> npc_limit_list; //entity id -> npc type
uint32 tsFirstSpawnOnQueue; // timestamp that the top spawn on the spawnqueue was added, should be 0xFFFFFFFF if queue is empty
uint32 NumSpawnsOnQueue;
LinkedList<NewSpawn_Struct*> SpawnQueue;
@@ -454,7 +454,7 @@ class BulkZoneSpawnPacket {
public:
BulkZoneSpawnPacket(Client* iSendTo, uint32 iMaxSpawnsPerPacket); // 0 = send zonewide
virtual ~BulkZoneSpawnPacket();
bool AddSpawn(NewSpawn_Struct* ns);
void SendBuffer(); // Sends the buffer and cleans up everything - can safely re-use the object after this function call (no need to free and do another new)
private: