Code Style (game + scripts only):
">=" --> " >= " (when needed) " >=" --> " >=" ">= " --> ">= " "<=" --> " <= " (when needed) " <=" --> " <=" "<= " --> "<= " " ==" --> " ==" "== " --> "== " --HG-- branch : trunk
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+15
-15
@@ -90,7 +90,7 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
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RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_CAPTAIN),HORDE);
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UpdateScore(ALLIANCE,(-1)*BG_AV_RES_CAPTAIN);
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//spawn destroyed aura
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for (uint8 i=0; i<=9; i++)
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for (uint8 i=0; i <= 9; i++)
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SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+i,RESPAWN_IMMEDIATELY);
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Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
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if (creature)
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@@ -109,7 +109,7 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
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RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_CAPTAIN),ALLIANCE);
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UpdateScore(HORDE,(-1)*BG_AV_RES_CAPTAIN);
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//spawn destroyed aura
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for (uint8 i=0; i<=9; i++)
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for (uint8 i=0; i <= 9; i++)
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SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_HORDE+i,RESPAWN_IMMEDIATELY);
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Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
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if (creature)
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@@ -271,10 +271,10 @@ Creature* BattleGroundAV::AddAVCreature(uint16 cinfoid, uint16 type)
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if (creature->GetEntry() == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0] || creature->GetEntry() == BG_AV_CreatureInfo[AV_NPC_H_CAPTAIN][0])
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creature->SetRespawnDelay(RESPAWN_ONE_DAY); // TODO: look if this can be done by database + also add this for the wingcommanders
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if ((isStatic && cinfoid>=10 && cinfoid<=14) || (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3) ||
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if ((isStatic && cinfoid >= 10 && cinfoid <= 14) || (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid <= AV_NPC_A_GRAVEDEFENSE3) ||
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(cinfoid >= AV_NPC_H_GRAVEDEFENSE0 && cinfoid <= AV_NPC_H_GRAVEDEFENSE3))))
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{
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if (!isStatic && ((cinfoid>=AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3)
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if (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid <= AV_NPC_A_GRAVEDEFENSE3)
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|| (cinfoid >= AV_NPC_H_GRAVEDEFENSE0 && cinfoid <= AV_NPC_H_GRAVEDEFENSE3)))
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{
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CreatureData &data = objmgr.NewOrExistCreatureData(creature->GetDBTableGUIDLow());
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@@ -301,7 +301,7 @@ void BattleGroundAV::Update(uint32 diff)
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if (GetStatus() == STATUS_IN_PROGRESS)
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{
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for (uint8 i=0; i<=1; i++)//0=alliance, 1=horde
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for (uint8 i=0; i <= 1; i++)//0=alliance, 1=horde
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{
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if (!m_CaptainAlive[i])
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continue;
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@@ -366,9 +366,9 @@ void BattleGroundAV::StartingEventCloseDoors()
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void BattleGroundAV::StartingEventOpenDoors()
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{
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sLog.outDebug("BG_AV: start spawning mine stuff");
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for (uint16 i= BG_AV_OBJECT_MINE_SUPPLY_N_MIN; i<=BG_AV_OBJECT_MINE_SUPPLY_N_MAX; i++)
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for (uint16 i= BG_AV_OBJECT_MINE_SUPPLY_N_MIN; i <= BG_AV_OBJECT_MINE_SUPPLY_N_MAX; i++)
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SpawnBGObject(i,RESPAWN_IMMEDIATELY);
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for (uint16 i= BG_AV_OBJECT_MINE_SUPPLY_S_MIN; i<=BG_AV_OBJECT_MINE_SUPPLY_S_MAX; i++)
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for (uint16 i= BG_AV_OBJECT_MINE_SUPPLY_S_MIN; i <= BG_AV_OBJECT_MINE_SUPPLY_S_MAX; i++)
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SpawnBGObject(i,RESPAWN_IMMEDIATELY);
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for (uint8 mine = AV_NORTH_MINE; mine <= AV_SOUTH_MINE; mine++) //mine population
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ChangeMineOwner(mine, AV_NEUTRAL_TEAM,true);
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@@ -414,7 +414,7 @@ void BattleGroundAV::EndBattleGround(uint32 winner)
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}
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}
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for (int i=0; i<=1; i++) //0=ally 1=horde
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for (int i=0; i <= 1; i++) //0=ally 1=horde
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{
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if (m_CaptainAlive[i])
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{
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@@ -541,7 +541,7 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
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else
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sLog.outError("BG_AV: playerdestroyedpoint: marshal %i doesn't exist",AV_CPLACE_A_MARSHAL_SOUTH + tmp);
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//spawn destroyed aura
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for (uint8 i=0; i<=9; i++)
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for (uint8 i=0; i <= 9; i++)
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SpawnBGObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH + i + (tmp * 10),RESPAWN_IMMEDIATELY);
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UpdateScore((owner == ALLIANCE) ? HORDE : ALLIANCE, (-1)*BG_AV_RES_TOWER);
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@@ -1174,7 +1174,7 @@ bool BattleGroundAV::SetupBattleGround()
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return false;
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}
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}
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for (uint8 j=0; j<=9; j++) //burning aura
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for (uint8 j=0; j <= 9; j++) //burning aura
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{
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if (!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2),RESPAWN_ONE_DAY))
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{
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@@ -1186,7 +1186,7 @@ bool BattleGroundAV::SetupBattleGround()
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}
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for (uint8 i=0; i<2; i++) //burning aura for buildings
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{
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for (uint8 j=0; j<=9; j++)
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for (uint8 j=0; j <= 9; j++)
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{
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if (j<5)
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{
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@@ -1206,7 +1206,7 @@ bool BattleGroundAV::SetupBattleGround()
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}
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}
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}
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for (uint16 i= 0; i<=(BG_AV_OBJECT_MINE_SUPPLY_N_MAX-BG_AV_OBJECT_MINE_SUPPLY_N_MIN); i++)
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for (uint16 i= 0; i <= (BG_AV_OBJECT_MINE_SUPPLY_N_MAX-BG_AV_OBJECT_MINE_SUPPLY_N_MIN); i++)
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{
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if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN+i,BG_AV_OBJECTID_MINE_N,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2),RESPAWN_ONE_DAY))
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{
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@@ -1214,7 +1214,7 @@ bool BattleGroundAV::SetupBattleGround()
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return false;
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}
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}
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for (uint16 i= 0 ; i<=(BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN); i++)
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for (uint16 i= 0 ; i <= (BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN); i++)
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{
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if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i,BG_AV_OBJECTID_MINE_S,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2),RESPAWN_ONE_DAY))
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{
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@@ -1253,7 +1253,7 @@ bool BattleGroundAV::SetupBattleGround()
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SpawnBGObject(i, RESPAWN_IMMEDIATELY);
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for (i = BG_AV_OBJECT_FLAG_H_ICEBLOOD_GRAVE; i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ; i++){
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SpawnBGObject(i, RESPAWN_IMMEDIATELY);
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if (i<=BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT)
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if (i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT)
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SpawnBGObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+3*GetNodeThroughObject(i),RESPAWN_IMMEDIATELY);
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}
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for (i = BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_TFLAG_A_STONEHEART_BUNKER; i+=2)
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@@ -1288,7 +1288,7 @@ bool BattleGroundAV::SetupBattleGround()
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AddSpiritGuide(8, BG_AV_CreaturePos[8][0], BG_AV_CreaturePos[8][1], BG_AV_CreaturePos[8][2], BG_AV_CreaturePos[8][3], HORDE);
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//spawn the marshals (those who get deleted, if a tower gets destroyed)
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sLog.outDebug("BG_AV: start spawning marshal creatures");
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for (i=AV_NPC_A_MARSHAL_SOUTH; i<= AV_NPC_H_MARSHAL_WTOWER; i++)
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for (i=AV_NPC_A_MARSHAL_SOUTH; i <= AV_NPC_H_MARSHAL_WTOWER; i++)
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AddAVCreature(i,AV_CPLACE_A_MARSHAL_SOUTH+(i-AV_NPC_A_MARSHAL_SOUTH));
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AddAVCreature(AV_NPC_HERALD,AV_CPLACE_HERALD);
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return true;
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