Core: Cleaning up hungarian notation - Phase2: pPlayer -> player
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@@ -48,13 +48,13 @@ class npc_calvin_montague : public CreatureScript
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public:
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npc_calvin_montague() : CreatureScript("npc_calvin_montague") { }
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bool OnQuestAccept(Player* pPlayer, Creature* creature, Quest const* pQuest)
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bool OnQuestAccept(Player* player, Creature* creature, Quest const* pQuest)
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{
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if (pQuest->GetQuestId() == QUEST_590)
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{
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creature->setFaction(FACTION_HOSTILE);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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CAST_AI(npc_calvin_montague::npc_calvin_montagueAI, creature->AI())->AttackStart(pPlayer);
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CAST_AI(npc_calvin_montague::npc_calvin_montagueAI, creature->AI())->AttackStart(player);
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}
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return true;
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}
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@@ -130,8 +130,8 @@ public:
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++m_uiPhase;
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break;
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case 2:
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if (Player* pPlayer = Unit::GetPlayer(*me, m_uiPlayerGUID))
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pPlayer->AreaExploredOrEventHappens(QUEST_590);
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if (Player* player = Unit::GetPlayer(*me, m_uiPlayerGUID))
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player->AreaExploredOrEventHappens(QUEST_590);
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DoCast(me, SPELL_DRINK, true);
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++m_uiPhase;
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@@ -171,15 +171,15 @@ class go_mausoleum_door : public GameObjectScript
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public:
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go_mausoleum_door() : GameObjectScript("go_mausoleum_door") { }
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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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if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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return false;
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if (GameObject* pTrigger = pPlayer->FindNearestGameObject(GO_TRIGGER, 30.0f))
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if (GameObject* pTrigger = player->FindNearestGameObject(GO_TRIGGER, 30.0f))
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{
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pTrigger->SetGoState(GO_STATE_READY);
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pPlayer->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
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player->SummonCreature(NPC_ULAG, 2390.26f, 336.47f, 40.01f, 2.26f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 300000);
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return false;
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}
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@@ -193,12 +193,12 @@ class go_mausoleum_trigger : public GameObjectScript
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public:
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go_mausoleum_trigger() : GameObjectScript("go_mausoleum_trigger") { }
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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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if (pPlayer->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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if (player->GetQuestStatus(QUEST_ULAG) != QUEST_STATUS_INCOMPLETE)
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return false;
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if (GameObject* pDoor = pPlayer->FindNearestGameObject(GO_DOOR, 30.0f))
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if (GameObject* pDoor = player->FindNearestGameObject(GO_DOOR, 30.0f))
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{
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pGo->SetGoState(GO_STATE_ACTIVE);
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pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);
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