Core: Start cleaning up hungarian notation - Phase1: pCreature -> creature

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click committed 2011-07-02 22:18:03 +02:00
1 parent 3ddc1cc4c4
commit f91ee24184
345 files changed
+3642 -3642

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+35 -35
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@@ -40,7 +40,7 @@ public:
struct npc_drakuru_shacklesAI : public ScriptedAI
{
npc_drakuru_shacklesAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_drakuru_shacklesAI(Creature* creature) : ScriptedAI(creature) {}
uint64 RageclawGUID;
@@ -131,7 +131,7 @@ public:
struct npc_captured_rageclawAI : public ScriptedAI
{
npc_captured_rageclawAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_captured_rageclawAI(Creature* creature) : ScriptedAI(creature) {}
uint32 DespawnTimer;
bool Despawn;
@@ -207,23 +207,23 @@ class npc_gymer : public CreatureScript
public:
npc_gymer() : CreatureScript("npc_gymer") { }
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
bool OnGossipHello(Player* pPlayer, Creature* creature)
{
if (pCreature->isQuestGiver())
pPlayer->PrepareQuestMenu(pCreature->GetGUID());
if (creature->isQuestGiver())
pPlayer->PrepareQuestMenu(creature->GetGUID());
pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(creature), creature->GetGUID());
if (pPlayer->GetQuestStatus(QUEST_STORM_KING_VENGEANCE) == QUEST_STATUS_INCOMPLETE)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_G, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
pPlayer->SEND_GOSSIP_MENU(13640, pCreature->GetGUID());
pPlayer->SEND_GOSSIP_MENU(13640, creature->GetGUID());
}
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* /*pCreature*/, uint32 /*uiSender*/, uint32 uiAction)
bool OnGossipSelect(Player* pPlayer, Creature* /*creature*/, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
@@ -332,7 +332,7 @@ public:
struct npc_gurgthockAI : public ScriptedAI
{
npc_gurgthockAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_gurgthockAI(Creature* creature) : ScriptedAI(creature) {}
uint64 SummonGUID;
uint64 uiPlayerGUID;
@@ -495,8 +495,8 @@ public:
uiPhase = 0;
break;
case 11:
if (Creature* pCreature = me->SummonCreature(NPC_STINKBEARD, SpawnPosition[0], TEMPSUMMON_CORPSE_DESPAWN, 1000))
DoScriptText(SAY_STINKBEARD_SPAWN, pCreature);
if (Creature* creature = me->SummonCreature(NPC_STINKBEARD, SpawnPosition[0], TEMPSUMMON_CORPSE_DESPAWN, 1000))
DoScriptText(SAY_STINKBEARD_SPAWN, creature);
uiPhase = 0;
break;
case 12:
@@ -517,8 +517,8 @@ public:
break;
case 14:
uiBossRandom = urand(0, 3);
if (Creature* pCreature = me->SummonCreature(Boss[uiBossRandom].uiBoss, SpawnPosition[2], TEMPSUMMON_CORPSE_DESPAWN, 1000))
pCreature->AI()->SetData(1, uiBossRandom);
if (Creature* creature = me->SummonCreature(Boss[uiBossRandom].uiBoss, SpawnPosition[2], TEMPSUMMON_CORPSE_DESPAWN, 1000))
creature->AI()->SetData(1, uiBossRandom);
uiPhase = 0;
break;
}
@@ -527,29 +527,29 @@ public:
}
};
bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
bool OnQuestAccept(Player* pPlayer, Creature* creature, Quest const* pQuest)
{
switch (pQuest->GetQuestId())
{
case QUEST_AMPHITHEATER_ANGUISH_TUSKARRMAGEDDON:
pCreature->AI()->SetData(1, pQuest->GetQuestId());
creature->AI()->SetData(1, pQuest->GetQuestId());
break;
case QUEST_AMPHITHEATER_ANGUISH_KORRAK_BLOODRAGER:
pCreature->AI()->SetData(1, pQuest->GetQuestId());
creature->AI()->SetData(1, pQuest->GetQuestId());
break;
case QUEST_AMPHITHEATER_ANGUISH_YGGDRAS_2:
case QUEST_AMPHITHEATER_ANGUISH_YGGDRAS_1:
pCreature->AI()->SetData(1, pQuest->GetQuestId());
creature->AI()->SetData(1, pQuest->GetQuestId());
break;
case QUEST_AMPHITHEATER_ANGUISH_MAGNATAUR:
pCreature->AI()->SetData(1, pQuest->GetQuestId());
creature->AI()->SetData(1, pQuest->GetQuestId());
break;
case QUEST_AMPHITHEATER_ANGUISH_FROM_BEYOND:
pCreature->AI()->SetData(1, pQuest->GetQuestId());
creature->AI()->SetData(1, pQuest->GetQuestId());
break;
}
pCreature->AI()->SetGUID(pPlayer->GetGUID());
creature->AI()->SetGUID(pPlayer->GetGUID());
return false;
}
@@ -584,7 +584,7 @@ public:
struct npc_orinoko_tuskbreakerAI : public ScriptedAI
{
npc_orinoko_tuskbreakerAI(Creature* pCreature) : ScriptedAI(pCreature)
npc_orinoko_tuskbreakerAI(Creature* creature) : ScriptedAI(creature)
{
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
me->SetReactState(REACT_PASSIVE);
@@ -721,7 +721,7 @@ public:
struct npc_korrak_bloodragerAI : public npc_escortAI
{
npc_korrak_bloodragerAI(Creature* pCreature) : npc_escortAI(pCreature)
npc_korrak_bloodragerAI(Creature* creature) : npc_escortAI(creature)
{
Start(true, true, 0, NULL);
SetDespawnAtEnd(false);
@@ -818,7 +818,7 @@ public:
struct npc_yggdrasAI : public ScriptedAI
{
npc_yggdrasAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_yggdrasAI(Creature* creature) : ScriptedAI(creature) {}
uint32 uiCleaveTimer;
uint32 uiCorrodeFleshTimer;
@@ -912,7 +912,7 @@ public:
struct npc_stinkbeardAI : public npc_escortAI
{
npc_stinkbeardAI(Creature* pCreature) : npc_escortAI(pCreature)
npc_stinkbeardAI(Creature* creature) : npc_escortAI(creature)
{
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
me->SetReactState(REACT_PASSIVE);
@@ -1036,7 +1036,7 @@ public:
struct npc_elemental_lordAI : public ScriptedAI
{
npc_elemental_lordAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_elemental_lordAI(Creature* creature) : ScriptedAI(creature) {}
std::list<uint64> SummonList;
@@ -1181,7 +1181,7 @@ public:
struct npc_fiend_elementalAI : public ScriptedAI
{
npc_fiend_elementalAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_fiend_elementalAI(Creature* creature) : ScriptedAI(creature) {}
uint32 uiMissleTimer;
uint32 uiSpell;
@@ -1246,7 +1246,7 @@ public:
struct npc_released_offspring_harkoaAI : public ScriptedAI
{
npc_released_offspring_harkoaAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_released_offspring_harkoaAI(Creature* creature) : ScriptedAI(creature) {}
void Reset()
{
@@ -1295,7 +1295,7 @@ public:
struct npc_crusade_recruitAI : public ScriptedAI
{
npc_crusade_recruitAI(Creature* pCreature) : ScriptedAI(pCreature) {}
npc_crusade_recruitAI(Creature* creature) : ScriptedAI(creature) {}
uint8 m_uiPhase; //The current phase we are in
uint32 m_uiTimer; //Timer until phase transition
@@ -1356,25 +1356,25 @@ public:
return new npc_crusade_recruitAI(creature);
}
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
bool OnGossipHello(Player* pPlayer, Creature* creature)
{
if (pPlayer->GetQuestStatus(QUEST_TROLL_PATROL_INTESTINAL_FORTITUDE) == QUEST_STATUS_INCOMPLETE)
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
pPlayer->SEND_GOSSIP_MENU(GOSSIP_CRUSADE_TEXT, pCreature->GetGUID());
pPlayer->SEND_GOSSIP_MENU(GOSSIP_CRUSADE_TEXT, creature->GetGUID());
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
bool OnGossipSelect(Player* pPlayer, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiAction == GOSSIP_ACTION_INFO_DEF +1)
{
pPlayer->CLOSE_GOSSIP_MENU();
pCreature->CastSpell(pPlayer, SPELL_QUEST_CREDIT, true);
CAST_AI(npc_crusade_recruit::npc_crusade_recruitAI, (pCreature->AI()))->m_uiPhase = 1;
pCreature->SetInFront(pPlayer);
pCreature->SendMovementFlagUpdate();
creature->CastSpell(pPlayer, SPELL_QUEST_CREDIT, true);
CAST_AI(npc_crusade_recruit::npc_crusade_recruitAI, (creature->AI()))->m_uiPhase = 1;
creature->SetInFront(pPlayer);
creature->SendMovementFlagUpdate();
}
return true;