Core: Cleaning up hungarian notation - Phase2: pPlayer -> player
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@@ -53,30 +53,30 @@ class npc_prospector_anvilward : public CreatureScript
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public:
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npc_prospector_anvilward() : CreatureScript("npc_prospector_anvilward") { }
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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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switch(uiAction)
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{
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case GOSSIP_ACTION_INFO_DEF+1:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
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pPlayer->SEND_GOSSIP_MENU(8240, creature->GetGUID());
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
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player->SEND_GOSSIP_MENU(8240, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+2:
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pPlayer->CLOSE_GOSSIP_MENU();
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player->CLOSE_GOSSIP_MENU();
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if (npc_escortAI* pEscortAI = CAST_AI(npc_prospector_anvilward::npc_prospector_anvilwardAI, creature->AI()))
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pEscortAI->Start(true, false, pPlayer->GetGUID());
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pEscortAI->Start(true, false, player->GetGUID());
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break;
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}
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return true;
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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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if (pPlayer->GetQuestStatus(QUEST_THE_DWARVEN_SPY) == QUEST_STATUS_INCOMPLETE)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HELLO, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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if (player->GetQuestStatus(QUEST_THE_DWARVEN_SPY) == QUEST_STATUS_INCOMPLETE)
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HELLO, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(8239, creature->GetGUID());
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player->SEND_GOSSIP_MENU(8239, creature->GetGUID());
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return true;
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}
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@@ -93,15 +93,15 @@ public:
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// Pure Virtual Functions
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void WaypointReached(uint32 i)
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{
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Player* pPlayer = GetPlayerForEscort();
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Player* player = GetPlayerForEscort();
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if (!pPlayer)
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if (!player)
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return;
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switch (i)
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{
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case 0: DoScriptText(SAY_ANVIL1, me, pPlayer); break;
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case 5: DoScriptText(SAY_ANVIL2, me, pPlayer); break;
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case 0: DoScriptText(SAY_ANVIL1, me, player); break;
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case 5: DoScriptText(SAY_ANVIL2, me, player); break;
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case 6: me->setFaction(24); break;
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}
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}
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@@ -346,7 +346,7 @@ class npc_second_trial_controller : public CreatureScript
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public:
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npc_second_trial_controller() : CreatureScript("npc_second_trial_controller") { }
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bool OnQuestAccept(Player* /*pPlayer*/, Creature* creature, Quest const *quest)
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bool OnQuestAccept(Player* /*player*/, Creature* creature, Quest const *quest)
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{
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// One Player exclusive quest, wait for user go activation
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if (quest->GetQuestId() == QUEST_SECOND_TRIAL)
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@@ -355,7 +355,7 @@ public:
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return true;
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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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// quest only available if not already started
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// Quest_template flag is set to : QUEST_FLAGS_EVENT
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@@ -364,11 +364,11 @@ public:
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if (CAST_AI(npc_second_trial_controller::master_kelerun_bloodmournAI, creature->AI())->questPhase == 0)
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{
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pPlayer->PrepareQuestMenu(creature->GetGUID());
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pPlayer->SendPreparedQuest(creature->GetGUID());
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player->PrepareQuestMenu(creature->GetGUID());
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player->SendPreparedQuest(creature->GetGUID());
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}
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pPlayer->SEND_GOSSIP_MENU(creature->GetEntry(), creature->GetGUID());
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player->SEND_GOSSIP_MENU(creature->GetEntry(), creature->GetGUID());
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return true;
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}
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@@ -505,7 +505,7 @@ class go_second_trial : public GameObjectScript
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public:
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go_second_trial() : GameObjectScript("go_second_trial") { }
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bool OnGossipHello(Player* /*pPlayer*/, GameObject* pGO)
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bool OnGossipHello(Player* /*player*/, GameObject* pGO)
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{
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// find spawn :: master_kelerun_bloodmourn
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if (Creature* creature = pGO->FindNearestCreature(MASTER_KELERUN_BLOODMOURN, 30.0f))
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@@ -529,12 +529,12 @@ class npc_apprentice_mirveda : public CreatureScript
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public:
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npc_apprentice_mirveda() : CreatureScript("npc_apprentice_mirveda") { }
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bool OnQuestAccept(Player* pPlayer, Creature* creature, Quest const* quest)
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* quest)
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{
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if (quest->GetQuestId() == QUEST_UNEXPECTED_RESULT)
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{
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CAST_AI(npc_apprentice_mirveda::npc_apprentice_mirvedaAI, creature->AI())->Summon = true;
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CAST_AI(npc_apprentice_mirveda::npc_apprentice_mirvedaAI, creature->AI())->PlayerGUID = pPlayer->GetGUID();
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CAST_AI(npc_apprentice_mirveda::npc_apprentice_mirvedaAI, creature->AI())->PlayerGUID = player->GetGUID();
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}
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return true;
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}
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@@ -578,15 +578,15 @@ public:
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void JustDied(Unit* /*killer*/)
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{
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if (PlayerGUID)
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if (Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(pPlayer)->FailQuest(QUEST_UNEXPECTED_RESULT);
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if (Player* player = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(player)->FailQuest(QUEST_UNEXPECTED_RESULT);
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}
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void UpdateAI(const uint32 /*diff*/)
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{
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if (KillCount >= 3 && PlayerGUID)
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if (Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(pPlayer)->CompleteQuest(QUEST_UNEXPECTED_RESULT);
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if (Player* player = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(player)->CompleteQuest(QUEST_UNEXPECTED_RESULT);
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if (Summon)
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{
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@@ -676,8 +676,8 @@ public:
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void JustDied(Unit* /*killer*/)
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{
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if (PlayerGUID && !Completed)
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if (Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(pPlayer)->FailQuest(QUEST_POWERING_OUR_DEFENSES);
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if (Player* player = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(player)->FailQuest(QUEST_POWERING_OUR_DEFENSES);
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}
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void UpdateAI(const uint32 diff)
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@@ -687,8 +687,8 @@ public:
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DoScriptText(EMOTE, me);
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Completed = true;
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if (PlayerGUID)
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if (Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(pPlayer)->CompleteQuest(QUEST_POWERING_OUR_DEFENSES);
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if (Player* player = Unit::GetPlayer(*me, PlayerGUID))
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CAST_PLR(player)->CompleteQuest(QUEST_POWERING_OUR_DEFENSES);
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me->DealDamage(me, me->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
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me->RemoveCorpse();
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