Core: Cleaning up hungarian notation - Phase2: pPlayer -> player
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@@ -135,8 +135,8 @@ class npc_zulaman_hostage : public CreatureScript
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void EnterCombat(Unit* /*who*/) {}
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void JustDied(Unit* /*who*/)
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{
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Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID);
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if (pPlayer) pPlayer->SendLoot(me->GetGUID(), LOOT_CORPSE);
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Player* player = Unit::GetPlayer(*me, PlayerGUID);
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if (player) player->SendLoot(me->GetGUID(), LOOT_CORPSE);
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}
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void UpdateAI(const uint32 /*diff*/)
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{
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@@ -150,18 +150,18 @@ class npc_zulaman_hostage : public CreatureScript
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return new npc_zulaman_hostageAI(creature);
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}
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bool OnGossipHello(Player* pPlayer, Creature* creature)
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bool OnGossipHello(Player* player, Creature* creature)
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(creature), creature->GetGUID());
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
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player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
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return true;
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}
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bool OnGossipSelect(Player* pPlayer, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
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bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
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{
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pPlayer->PlayerTalkClass->ClearMenus();
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player->PlayerTalkClass->ClearMenus();
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if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
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pPlayer->CLOSE_GOSSIP_MENU();
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player->CLOSE_GOSSIP_MENU();
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if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
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return true;
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