fixed whitespace coding style issues

This commit is contained in:
Patrick Müssig 2025-02-02 21:51:22 +01:00
parent f4af2f8c02
commit 840fd1c12e
No known key found for this signature in database
GPG Key ID: 90FF3D8009D9BEC3
2 changed files with 16 additions and 22 deletions

View File

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

View File

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