REPO: Code-style clean-ups
* Fixed pMap->map * Fixed pInstance->instance * Fixed pInsta->instance * Fixed pQuest->quest * Fixed pWho->who * Fixed pTarget->target * Fixed pGo->go ~DEVNOTES: Handlers/QuestHandler.cpp still needs to be cleaned...
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@@ -1382,23 +1382,23 @@ class Player : public Unit, public GridObject<Player>
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/*** QUEST SYSTEM ***/
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/*********************************************************/
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int32 GetQuestLevel(Quest const* pQuest) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? pQuest->GetQuestLevel() : getLevel(); }
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int32 GetQuestLevel(Quest const* quest) const { return quest && (quest->GetQuestLevel() > 0) ? quest->GetQuestLevel() : getLevel(); }
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void PrepareQuestMenu(uint64 guid);
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void SendPreparedQuest(uint64 guid);
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bool IsActiveQuest(uint32 quest_id) const;
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Quest const* GetNextQuest(uint64 guid, Quest const* pQuest);
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bool CanSeeStartQuest(Quest const* pQuest);
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bool CanTakeQuest(Quest const* pQuest, bool msg);
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bool CanAddQuest(Quest const* pQuest, bool msg);
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Quest const* GetNextQuest(uint64 guid, Quest const* quest);
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bool CanSeeStartQuest(Quest const* quest);
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bool CanTakeQuest(Quest const* quest, bool msg);
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bool CanAddQuest(Quest const* quest, bool msg);
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bool CanCompleteQuest(uint32 quest_id);
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bool CanCompleteRepeatableQuest(Quest const* pQuest);
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bool CanRewardQuest(Quest const* pQuest, bool msg);
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bool CanRewardQuest(Quest const* pQuest, uint32 reward, bool msg);
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void AddQuest(Quest const* pQuest, Object* questGiver);
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bool CanCompleteRepeatableQuest(Quest const* quest);
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bool CanRewardQuest(Quest const* quest, bool msg);
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bool CanRewardQuest(Quest const* quest, uint32 reward, bool msg);
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void AddQuest(Quest const* quest, Object* questGiver);
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void CompleteQuest(uint32 quest_id);
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void IncompleteQuest(uint32 quest_id);
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void RewardQuest(Quest const* pQuest, uint32 reward, Object* questGiver, bool announce = true);
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void RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce = true);
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void FailQuest(uint32 quest_id);
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bool SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg);
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bool SatisfyQuestLevel(Quest const* qInfo, bool msg);
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@@ -1414,7 +1414,7 @@ class Player : public Unit, public GridObject<Player>
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bool SatisfyQuestPrevChain(Quest const* qInfo, bool msg);
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bool SatisfyQuestDay(Quest const* qInfo, bool msg);
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bool SatisfyQuestWeek(Quest const* qInfo, bool msg);
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bool GiveQuestSourceItem(Quest const* pQuest);
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bool GiveQuestSourceItem(Quest const* quest);
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bool TakeQuestSourceItem(uint32 questId, bool msg);
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bool GetQuestRewardStatus(uint32 quest_id) const;
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QuestStatus GetQuestStatus(uint32 quest_id) const;
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@@ -1480,15 +1480,15 @@ class Player : public Unit, public GridObject<Player>
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bool CanShareQuest(uint32 quest_id) const;
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void SendQuestComplete(uint32 quest_id);
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void SendQuestReward(Quest const* pQuest, uint32 XP, Object* questGiver);
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void SendQuestReward(Quest const* quest, uint32 XP, Object* questGiver);
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void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK);
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void SendQuestTimerFailed(uint32 quest_id);
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void SendCanTakeQuestResponse(uint32 msg);
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void SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver);
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void SendQuestConfirmAccept(Quest const* quest, Player* pReceiver);
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void SendPushToPartyResponse(Player* player, uint32 msg);
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void SendQuestUpdateAddItem(Quest const* pQuest, uint32 item_idx, uint16 count);
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void SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
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void SendQuestUpdateAddPlayer(Quest const* pQuest, uint16 old_count, uint16 add_count);
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void SendQuestUpdateAddItem(Quest const* quest, uint32 item_idx, uint16 count);
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void SendQuestUpdateAddCreatureOrGo(Quest const* quest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
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void SendQuestUpdateAddPlayer(Quest const* quest, uint16 old_count, uint16 add_count);
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uint64 GetDivider() { return m_divider; }
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void SetDivider(uint64 guid) { m_divider = guid; }
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@@ -2032,7 +2032,7 @@ class Player : public Unit, public GridObject<Player>
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ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; }
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ReputationRank GetReputationRank(uint32 faction_id) const;
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void RewardReputation(Unit* pVictim, float rate);
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void RewardReputation(Quest const* pQuest);
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void RewardReputation(Quest const* quest);
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void UpdateSkillsForLevel();
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void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
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@@ -2756,7 +2756,7 @@ class Player : public Unit, public GridObject<Player>
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void AddKnownCurrency(uint32 itemId);
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int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus = false);
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void AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData);
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void AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData);
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bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
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void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
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