REPO: code-style clean-up

* Fixed pPlayer->player
* Fixed pCreature->creature

~DevNote: codestyle for Player should be (*player), not *plr or *p...
same goes for Creatures (*creature)... more cleaning needed.
We've way too many codestyles happening here.
This commit is contained in:
Bootz
2011-10-07 11:08:09 -05:00
parent 96d7a1e970
commit 81c0a3a847
28 changed files with 327 additions and 331 deletions
+4 -4
View File
@@ -1317,8 +1317,8 @@ class Player : public Unit, public GridObject<Player>
void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
void SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2 = NULL, uint32 itemid = 0);
void SendBuyError(BuyResult msg, Creature* pCreature, uint32 item, uint32 param);
void SendSellError(SellResult msg, Creature* pCreature, uint64 guid, uint32 param);
void SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param);
void SendSellError(SellResult msg, Creature* creature, uint64 guid, uint32 param);
void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
@@ -1337,7 +1337,7 @@ class Player : public Unit, public GridObject<Player>
bool BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
float GetReputationPriceDiscount(Creature const* pCreature) const;
float GetReputationPriceDiscount(Creature const* creature) const;
Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : NULL; }
TradeData* GetTradeData() const { return m_trade; }
@@ -1485,7 +1485,7 @@ class Player : public Unit, public GridObject<Player>
void SendQuestTimerFailed(uint32 quest_id);
void SendCanTakeQuestResponse(uint32 msg);
void SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver);
void SendPushToPartyResponse(Player* pPlayer, uint32 msg);
void SendPushToPartyResponse(Player* player, uint32 msg);
void SendQuestUpdateAddItem(Quest const* pQuest, uint32 item_idx, uint16 count);
void SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
void SendQuestUpdateAddPlayer(Quest const* pQuest, uint16 old_count, uint16 add_count);