* Rename InstanceData to InstanceScript
* Rename *mgr to their new names in scripts project * Mass convert all the scripts (NEEDS THOROUGH TESTING, because it was done automatically) Please, report bugs on issue tracker. --HG-- branch : trunk rename : src/server/game/Instances/InstanceData.cpp => src/server/game/Instances/InstanceScript.cpp rename : src/server/game/Instances/InstanceData.h => src/server/game/Instances/InstanceScript.h
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@@ -513,7 +513,7 @@ void Scripted_NoMovementAI::AttackStart(Unit* pWho)
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}
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BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
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, bossId(id), summons(me), instance(c->GetInstanceData())
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, bossId(id), summons(me), instance(c->GetInstanceScript())
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, boundary(instance ? instance->GetBossBoundary(id) : NULL)
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{
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}
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@@ -11,7 +11,7 @@
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "InstanceData.h"
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#include "InstanceScript.h"
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#define SCRIPT_CAST_TYPE dynamic_cast
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@@ -24,7 +24,7 @@
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#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
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class InstanceData;
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class InstanceScript;
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class SummonList : public std::list<uint64>
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{
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@@ -250,7 +250,7 @@ struct BossAI : public ScriptedAI
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const uint32 bossId;
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EventMap events;
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SummonList summons;
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InstanceData * const instance;
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InstanceScript * const instance;
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const BossBoundaryMap * const boundary;
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void JustSummoned(Creature *summon);
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@@ -5,7 +5,7 @@
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#ifndef SC_INSTANCE_H
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#define SC_INSTANCE_H
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#include "InstanceData.h"
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#include "InstanceScript.h"
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#include "Map.h"
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#define OUT_SAVE_INST_DATA sLog.outDebug("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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