fixed whitespace coding style issues
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@ -287,9 +287,8 @@ public:
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* @param [in] factionId id of the faction which reputation changes
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] victim the unit which was killed to gain reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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virtual void OnBeforeReputationChange(Player* /*player*/, uint32 /*factionId*/, float& /*amount*/, Unit* /*victim*/ ) {}
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@ -300,9 +299,8 @@ public:
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* @param [in] factionId id of the faction which reputation changes
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] quest the quest which was turn in to gain reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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virtual void OnBeforeReputationChange(Player* /*player*/, uint32 /*factionId*/ , float& /*amount*/, Quest const* /*quest*/) {}
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@ -313,9 +311,8 @@ public:
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* @param [in] factionId id of the faction which reputation changes
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] spell the spell which was used to gain reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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virtual void OnBeforeReputationChange(Player* /*player*/, uint32 /*factionId*/, float& /*amount*/ , Spell* /*spell*/) {}
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@ -326,9 +323,8 @@ public:
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* @param [in] factionId id of the faction which reputation changes
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] reputationSource an enum which determinate the source used to gain or loose reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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virtual void OnBeforeReputationChange(Player* /*player*/, uint32 /*factionId*/, float& /*amount*/, ReputationSource /*reputationSource*/) {}
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@ -321,8 +321,8 @@ public: /* PlayerScript */
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] victim the unit which was killed to gain reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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void OnBeforePlayerReputationChange(Player* player, uint32 factionId, float& amount, Unit* victim);
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@ -333,9 +333,8 @@ public: /* PlayerScript */
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* @param [in] factionId id of the faction which reputation changes
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] quest the quest which was turn in to gain reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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void OnBeforePlayerReputationChange(Player* player, uint32 factionId, float& amount, Quest const* quest);
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@ -346,9 +345,8 @@ public: /* PlayerScript */
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* @param [in] factionId id of the faction which reputation changes
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] spell the spell which was used to gain reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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void OnBeforePlayerReputationChange(Player* player, uint32 factionId, float& amount, Spell* spell);
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@ -360,8 +358,8 @@ public: /* PlayerScript */
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* @param[in,out] amount the amount of reputation the player gets or loses
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* @param[in] reputationSource an enum which determinate the source used to gain or loose reputation
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*
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one <br />
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* ReputationSource is called first
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* @remark avoid hooking both versions of this event ReputationSource is a more generic one.<br />
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* ReputationSource is called first.
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*/
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void OnBeforePlayerReputationChange(Player* player, uint32 factionId, float& amount, ReputationSource reputationSource);
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bool OnPlayerReputationChange(Player* player, uint32 factionID, int32& standing, bool incremental);
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