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.
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@@ -1317,8 +1317,8 @@ class Player : public Unit, public GridObject<Player>
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void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
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uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
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void SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2 = NULL, uint32 itemid = 0);
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void SendBuyError(BuyResult msg, Creature* pCreature, uint32 item, uint32 param);
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void SendSellError(SellResult msg, Creature* pCreature, uint64 guid, uint32 param);
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void SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param);
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void SendSellError(SellResult msg, Creature* creature, uint64 guid, uint32 param);
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void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
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void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
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uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
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@@ -1337,7 +1337,7 @@ class Player : public Unit, public GridObject<Player>
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bool BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
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bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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float GetReputationPriceDiscount(Creature const* pCreature) const;
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float GetReputationPriceDiscount(Creature const* creature) const;
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Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : NULL; }
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TradeData* GetTradeData() const { return m_trade; }
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@@ -1485,7 +1485,7 @@ class Player : public Unit, public GridObject<Player>
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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 SendPushToPartyResponse(Player* pPlayer, uint32 msg);
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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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