Core: Cleaning up hungarian notation - Phase3: pTarget -> target
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@@ -155,7 +155,7 @@ public:
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}
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}
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void EventStart(Creature* anchor, Player* pTarget)
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void EventStart(Creature* anchor, Player* target)
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{
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wait_timer = 5000;
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phase = PHASE_TO_EQUIP;
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@@ -167,8 +167,8 @@ public:
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float z;
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anchor->GetContactPoint(me, anchorX, anchorY, z, 1.0f);
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playerGUID = pTarget->GetGUID();
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DoScriptText(say_event_start[rand()%8], me, pTarget);
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playerGUID = target->GetGUID();
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DoScriptText(say_event_start[rand()%8], me, target);
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}
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void UpdateAI(const uint32 diff)
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@@ -233,8 +233,8 @@ public:
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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phase = PHASE_ATTACKING;
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if (Player* pTarget = Unit::GetPlayer(*me, playerGUID))
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me->AI()->AttackStart(pTarget);
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if (Player* target = Unit::GetPlayer(*me, playerGUID))
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me->AI()->AttackStart(target);
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wait_timer = 0;
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}
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}
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@@ -561,8 +561,8 @@ public:
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Phase = 1;
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break;
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case 1:
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if (Unit* pTarget = Unit::GetUnit(*me, TargetGUID))
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DoCast(pTarget, DESPAWN_HORSE, true);
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if (Unit* target = Unit::GetUnit(*me, TargetGUID))
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DoCast(target, DESPAWN_HORSE, true);
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PhaseTimer = 3000;
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Phase = 2;
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break;
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