* 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
This commit is contained in:
azazel
2010-08-08 22:54:58 +06:00
parent 8a69e50d6a
commit 590199d8e1
482 changed files with 84476 additions and 82697 deletions
@@ -513,7 +513,7 @@ void Scripted_NoMovementAI::AttackStart(Unit* pWho)
}
BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
, bossId(id), summons(me), instance(c->GetInstanceData())
, bossId(id), summons(me), instance(c->GetInstanceScript())
, boundary(instance ? instance->GetBossBoundary(id) : NULL)
{
}
@@ -11,7 +11,7 @@
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "InstanceData.h"
#include "InstanceScript.h"
#define SCRIPT_CAST_TYPE dynamic_cast
@@ -24,7 +24,7 @@
#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
class InstanceData;
class InstanceScript;
class SummonList : public std::list<uint64>
{
@@ -250,7 +250,7 @@ struct BossAI : public ScriptedAI
const uint32 bossId;
EventMap events;
SummonList summons;
InstanceData * const instance;
InstanceScript * const instance;
const BossBoundaryMap * const boundary;
void JustSummoned(Creature *summon);
@@ -5,7 +5,7 @@
#ifndef SC_INSTANCE_H
#define SC_INSTANCE_H
#include "InstanceData.h"
#include "InstanceScript.h"
#include "Map.h"
#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())