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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@@ -313,9 +313,9 @@ class go_acherus_soul_prison : public GameObjectScript
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public:
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go_acherus_soul_prison() : GameObjectScript("go_acherus_soul_prison") { }
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bool OnGossipHello(Player* player, GameObject* pGo)
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bool OnGossipHello(Player* player, GameObject* go)
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{
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if (Creature* anchor = pGo->FindNearestCreature(29521, 15))
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if (Creature* anchor = go->FindNearestCreature(29521, 15))
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if (uint64 prisonerGUID = anchor->AI()->GetGUID())
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if (Creature* prisoner = Creature::GetCreature(*player, prisonerGUID))
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CAST_AI(npc_unworthy_initiate::npc_unworthy_initiateAI, prisoner->AI())->EventStart(anchor, player);
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@@ -177,9 +177,9 @@ class npc_koltira_deathweaver : public CreatureScript
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public:
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npc_koltira_deathweaver() : CreatureScript("npc_koltira_deathweaver") { }
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bool OnQuestAccept(Player* player, Creature* creature, const Quest* pQuest)
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bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
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{
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if (pQuest->GetQuestId() == QUEST_BREAKOUT)
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if (quest->GetQuestId() == QUEST_BREAKOUT)
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{
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creature->SetStandState(UNIT_STAND_STATE_STAND);
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@@ -305,9 +305,9 @@ public:
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break;
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case 4:
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{
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Creature* pTemp = Unit::GetCreature(*me, m_uiValrothGUID);
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Creature* temp = Unit::GetCreature(*me, m_uiValrothGUID);
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if (!pTemp || !pTemp->isAlive())
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if (!temp || !temp->isAlive())
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{
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DoScriptText(SAY_BREAKOUT8, me);
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m_uiWave_Timer = 5000;
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