Core: Fix more warnings
--HG-- branch : trunk
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@@ -44,7 +44,7 @@ BattlegroundAV::~BattlegroundAV()
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{
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}
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const uint16 BattlegroundAV::GetBonusHonor(uint8 kills) //TODO: move this function to Battleground.cpp (needs to find a way to get m_MaxLevel)
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uint16 BattlegroundAV::GetBonusHonor(uint8 kills) //TODO: move this function to Battleground.cpp (needs to find a way to get m_MaxLevel)
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{
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return Trinity::Honor::hk_honor_at_level(m_MaxLevel, kills);
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}
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@@ -795,7 +795,7 @@ void BattlegroundAV::DePopulateNode(BG_AV_Nodes node)
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DelCreature(node + 302);//NULL checks are in DelCreature! 0-302 spirit guides
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}
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const BG_AV_Nodes BattlegroundAV::GetNodeThroughObject(uint32 object)
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BG_AV_Nodes BattlegroundAV::GetNodeThroughObject(uint32 object)
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{
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sLog.outDebug("bg_AV getnodethroughobject %i",object);
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if (object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER)
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@@ -817,7 +817,7 @@ const BG_AV_Nodes BattlegroundAV::GetNodeThroughObject(uint32 object)
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return BG_AV_Nodes(0);
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}
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const uint32 BattlegroundAV::GetObjectThroughNode(BG_AV_Nodes node)
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uint32 BattlegroundAV::GetObjectThroughNode(BG_AV_Nodes node)
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{ //this function is the counterpart to GetNodeThroughObject()
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sLog.outDebug("bg_AV GetObjectThroughNode %i",node);
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if (m_Nodes[node].Owner == ALLIANCE)
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@@ -1101,7 +1101,7 @@ void BattlegroundAV::FillInitialWorldStates(WorldPacket& data)
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SendMineWorldStates(AV_SOUTH_MINE);
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}
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const uint8 BattlegroundAV::GetWorldStateType(uint8 state, uint16 team) //this is used for node worldstates and returns values which fit good into the worldstatesarray
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uint8 BattlegroundAV::GetWorldStateType(uint8 state, uint16 team) //this is used for node worldstates and returns values which fit good into the worldstatesarray
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{
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//neutral stuff cant get handled (currently its only snowfall)
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ASSERT(team != AV_NEUTRAL_TEAM);
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@@ -1582,23 +1582,23 @@ class BattlegroundAV : public Battleground
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void PopulateNode(BG_AV_Nodes node);
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void DePopulateNode(BG_AV_Nodes node);
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const BG_AV_Nodes GetNodeThroughObject(uint32 object);
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const uint32 GetObjectThroughNode(BG_AV_Nodes node);
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BG_AV_Nodes GetNodeThroughObject(uint32 object);
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uint32 GetObjectThroughNode(BG_AV_Nodes node);
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const char* GetNodeName(BG_AV_Nodes node);
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const bool IsTower(BG_AV_Nodes node) { return m_Nodes[node].Tower; }
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bool IsTower(BG_AV_Nodes node) { return m_Nodes[node].Tower; }
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/*mine*/
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void ChangeMineOwner(uint8 mine, uint32 team, bool initial=false);
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/*worldstates*/
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void FillInitialWorldStates(WorldPacket& data);
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const uint8 GetWorldStateType(uint8 state, uint16 team);
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uint8 GetWorldStateType(uint8 state, uint16 team);
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void SendMineWorldStates(uint32 mine);
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void UpdateNodeWorldState(BG_AV_Nodes node);
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/*general */
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Creature* AddAVCreature(uint16 cinfoid, uint16 type);
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const uint16 GetBonusHonor(uint8 kills); //TODO remove this when the core handles this right
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uint16 GetBonusHonor(uint8 kills); //TODO remove this when the core handles this right
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/*variables */
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int32 m_Team_Scores[2];
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