Core: Cleaning up hungarian notation - Phase2: pPlayer -> player

This commit is contained in:
click
2011-07-02 22:52:42 +02:00
parent f91ee24184
commit 169f5da8c3
134 changed files with 4039 additions and 4039 deletions
@@ -48,13 +48,13 @@ class npc_calvin_montague : public CreatureScript
public:
npc_calvin_montague() : CreatureScript("npc_calvin_montague") { }
bool OnQuestAccept(Player* pPlayer, Creature* creature, Quest const* pQuest)
bool OnQuestAccept(Player* player, Creature* creature, Quest const* pQuest)
{
if (pQuest->GetQuestId() == QUEST_590)
{
creature->setFaction(FACTION_HOSTILE);
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
CAST_AI(npc_calvin_montague::npc_calvin_montagueAI, creature->AI())->AttackStart(pPlayer);
CAST_AI(npc_calvin_montague::npc_calvin_montagueAI, creature->AI())->AttackStart(player);
}
return true;
}
@@ -130,8 +130,8 @@ public:
++m_uiPhase;
break;
case 2:
if (Player* pPlayer = Unit::GetPlayer(*me, m_uiPlayerGUID))
pPlayer->AreaExploredOrEventHappens(QUEST_590);
if (Player* player = Unit::GetPlayer(*me, m_uiPlayerGUID))
player->AreaExploredOrEventHappens(QUEST_590);
DoCast(me, SPELL_DRINK, true);
++m_uiPhase;
@@ -171,15 +171,15 @@ class go_mausoleum_door : public GameObjectScript
public:
go_mausoleum_door() : GameObjectScript("go_mausoleum_door") { }
bool OnGossipHello(Player* pPlayer, GameObject* /*pGo*/)
bool OnGossipHello(Player* player, GameObject* /*pGo*/)
{
if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
return false;
if (GameObject* pTrigger = pPlayer->FindNearestGameObject(GO_TRIGGER, 30.0f))
if (GameObject* pTrigger = player->FindNearestGameObject(GO_TRIGGER, 30.0f))
{
pTrigger->SetGoState(GO_STATE_READY);
pPlayer->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
player->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
return false;
}
@@ -193,12 +193,12 @@ class go_mausoleum_trigger : public GameObjectScript
public:
go_mausoleum_trigger() : GameObjectScript("go_mausoleum_trigger") { }
bool OnGossipHello(Player* pPlayer, GameObject* pGo)
bool OnGossipHello(Player* player, GameObject* pGo)
{
if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
return false;
if (GameObject* pDoor = pPlayer->FindNearestGameObject(GO_DOOR, 30.0f))
if (GameObject* pDoor = player->FindNearestGameObject(GO_DOOR, 30.0f))
{
pGo->SetGoState(GO_STATE_ACTIVE);
pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);