*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
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@@ -15,12 +15,10 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "BattleGround.h"
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#include "BattleGroundSA.h"
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#include "Language.h"
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#include "Player.h"
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BattleGroundSA::BattleGroundSA()
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{
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//TODO FIX ME!
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@@ -29,52 +27,39 @@ BattleGroundSA::BattleGroundSA()
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m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_WS_START_HALF_MINUTE;
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m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_WS_HAS_BEGUN;
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}
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BattleGroundSA::~BattleGroundSA()
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{
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}
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void BattleGroundSA::Update(uint32 diff)
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{
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BattleGround::Update(diff);
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}
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void BattleGroundSA::StartingEventCloseDoors()
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{
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}
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void BattleGroundSA::StartingEventOpenDoors()
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{
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}
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void BattleGroundSA::AddPlayer(Player *plr)
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{
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BattleGround::AddPlayer(plr);
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//create score and add it to map, default values are set in constructor
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BattleGroundSAScore* sc = new BattleGroundSAScore;
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m_PlayerScores[plr->GetGUID()] = sc;
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}
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void BattleGroundSA::RemovePlayer(Player* /*plr*/,uint64 /*guid*/)
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{
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}
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void BattleGroundSA::HandleAreaTrigger(Player * /*Source*/, uint32 /*Trigger*/)
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{
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// this is wrong way to implement these things. On official it done by gameobject spell cast.
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if (GetStatus() != STATUS_IN_PROGRESS)
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return;
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}
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void BattleGroundSA::UpdatePlayerScore(Player* Source, uint32 type, uint32 value)
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{
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BattleGroundScoreMap::iterator itr = m_PlayerScores.find(Source->GetGUID());
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if(itr == m_PlayerScores.end()) // player not found...
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return;
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BattleGround::UpdatePlayerScore(Source,type,value);
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}
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