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
+23 -23
View File
@@ -30,26 +30,26 @@ Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
map<uint16, const NPCType *> Horse::horse_types;
LinkedList<NPCType *> horses_auto_delete;
Horse::Horse(Client *_owner, uint16 spell_id, float x, float y, float z, float heading)
Horse::Horse(Client *_owner, uint16 spell_id, float x, float y, float z, float heading)
: NPC(GetHorseType(spell_id), nullptr, x, y, z, heading, FlyMode3)
{
//give the horse its proper name.
strn0cpy(name, _owner->GetCleanName(), 55);
strcat(name,"`s_Mount00");
owner = _owner;
}
void Horse::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
NPC::FillSpawnStruct(ns, ForWho);
// ns->spawn.texture = NPCTypedata->mount_color;
ns->spawn.petOwnerId = 0;
//dunno why we do these, they should allready be set right.
ns->spawn.runspeed = NPCTypedata->runspeed;
}
bool Horse::IsHorseSpell(uint16 spell_id) {
//written in terms of a function which does a ton more work
//than we need to to figure out if this is a horse spell.
@@ -89,11 +89,11 @@ const NPCType *Horse::BuildHorseType(uint16 spell_id) {
memset(npc_type, 0, sizeof(NPCType));
strcpy(npc_type->name,"Unclaimed_Mount"); //this should never get used
strcpy(npc_type->npc_attacks,"ABH");
npc_type->cur_hp = 1;
npc_type->max_hp = 1;
npc_type->cur_hp = 1;
npc_type->max_hp = 1;
npc_type->race = atoi(row[0]);
npc_type->gender = atoi(row[1]); // Drogmor's are female horses. Yuck.
npc_type->class_ = 1;
npc_type->class_ = 1;
npc_type->deity= 1;
npc_type->level = 1;
npc_type->npc_id = 0;
@@ -112,7 +112,7 @@ const NPCType *Horse::BuildHorseType(uint16 spell_id) {
npc_type->INT = 75;
npc_type->WIS = 75;
npc_type->CHA = 75;
horses_auto_delete.Insert(npc_type);
mysql_free_result(result);
@@ -131,7 +131,7 @@ const NPCType *Horse::BuildHorseType(uint16 spell_id) {
safe_delete_array(query);
return nullptr;
}
}
@@ -145,18 +145,18 @@ void Client::SummonHorse(uint16 spell_id) {
LogFile->write(EQEMuLog::Error, "%s tried to summon an unknown horse, spell id %d", GetName(), spell_id);
return;
}
// No Horse, lets get them one.
Horse* horse = new Horse(this, spell_id, GetX(), GetY(), GetZ(), GetHeading());
//we want to manage the spawn packet ourself.
//another reason is we dont want quests executing on it.
entity_list.AddNPC(horse, false);
// Okay, lets say they have a horse now.
EQApplicationPacket outapp;
horse->CreateHorseSpawnPacket(&outapp, GetName(), GetID());
/* // Doodman: Kludged in here instead of adding a field to PCType. FIXME!
@@ -167,18 +167,18 @@ void Client::SummonHorse(uint16 spell_id) {
ns->spawn.runspeed=npc_type->runspeed;
*/
entity_list.QueueClients(horse, &outapp);
uint16 tmpID = horse->GetID();
SetHorseId(tmpID);
}
void Client::SetHorseId(uint16 horseid_in) {
//if its the same, do nothing
if(horseId == horseid_in)
return;
//otherwise it changed.
//if we have a horse, get rid of it no matter what.
if(horseId) {
@@ -186,7 +186,7 @@ void Client::SetHorseId(uint16 horseid_in) {
if(horse != nullptr)
horse->Depop();
}
//now we take whatever they gave us.
horseId = horseid_in;
}
@@ -198,7 +198,7 @@ void Mob::CreateHorseSpawnPacket(EQApplicationPacket* app, const char* ownername
memset(app->pBuffer, 0, sizeof(NewSpawn_Struct));
NewSpawn_Struct* ns = (NewSpawn_Struct*)app->pBuffer;
FillSpawnStruct(ns, ForWho);
#if (EQDEBUG >= 11)
printf("Horse Spawn Packet - Owner: %s\n", ownername);
DumpPacket(app);