Core: Cleaning up hungarian notation - Phase8: pSummon -> summon (also did related hits)
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@@ -141,9 +141,9 @@ public:
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DoScriptText(SAY_OOX_AGGRO2, me);
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}
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void JustSummoned(Creature* pSummoned)
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void JustSummoned(Creature* summoned)
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{
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pSummoned->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
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summoned->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
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}
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};
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@@ -271,10 +271,10 @@ public:
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}
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}
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void JustSummoned(Creature* pSummoned)
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void JustSummoned(Creature* summoned)
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{
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pSummoned->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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pSummoned->GetMotionMaster()->MovePoint(0, m_afAmbushMoveTo[m_iSpawnId].m_fX, m_afAmbushMoveTo[m_iSpawnId].m_fY, m_afAmbushMoveTo[m_iSpawnId].m_fZ);
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summoned->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
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summoned->GetMotionMaster()->MovePoint(0, m_afAmbushMoveTo[m_iSpawnId].m_fX, m_afAmbushMoveTo[m_iSpawnId].m_fY, m_afAmbushMoveTo[m_iSpawnId].m_fZ);
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}
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void WaypointReached(uint32 uiPointId)
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