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
+20 -20
View File
@@ -1174,12 +1174,12 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
Creature* creature = new Creature;
//sLog->outDebug("Spawning creature %u", *itr);
if (!pCreature->LoadFromDB(*itr, map))
delete pCreature;
if (!creature->LoadFromDB(*itr, map))
delete creature;
else
map->Add(pCreature);
map->Add(creature);
}
}
}
@@ -1248,8 +1248,8 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
{
sObjectMgr->RemoveCreatureFromGrid(*itr, data);
if (Creature* pCreature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_UNIT), (Creature*)NULL))
pCreature->AddObjectToRemoveList();
if (Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_UNIT), (Creature*)NULL))
creature->AddObjectToRemoveList();
}
}
@@ -1296,38 +1296,38 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
continue;
// Update if spawned
Creature* pCreature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(itr->first, data->id, HIGHGUID_UNIT), (Creature*)NULL);
if (pCreature)
Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(itr->first, data->id, HIGHGUID_UNIT), (Creature*)NULL);
if (creature)
{
if (activate)
{
itr->second.equipement_id_prev = pCreature->GetCurrentEquipmentId();
itr->second.modelid_prev = pCreature->GetDisplayId();
pCreature->LoadEquipment(itr->second.equipment_id, true);
itr->second.equipement_id_prev = creature->GetCurrentEquipmentId();
itr->second.modelid_prev = creature->GetDisplayId();
creature->LoadEquipment(itr->second.equipment_id, true);
if (itr->second.modelid >0 && itr->second.modelid_prev != itr->second.modelid)
{
CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(itr->second.modelid);
if (minfo)
{
pCreature->SetDisplayId(itr->second.modelid);
pCreature->SetNativeDisplayId(itr->second.modelid);
pCreature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, minfo->bounding_radius);
pCreature->SetFloatValue(UNIT_FIELD_COMBATREACH, minfo->combat_reach);
creature->SetDisplayId(itr->second.modelid);
creature->SetNativeDisplayId(itr->second.modelid);
creature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, minfo->bounding_radius);
creature->SetFloatValue(UNIT_FIELD_COMBATREACH, minfo->combat_reach);
}
}
}
else
{
pCreature->LoadEquipment(itr->second.equipement_id_prev, true);
creature->LoadEquipment(itr->second.equipement_id_prev, true);
if (itr->second.modelid_prev >0 && itr->second.modelid_prev != itr->second.modelid)
{
CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(itr->second.modelid_prev);
if (minfo)
{
pCreature->SetDisplayId(itr->second.modelid_prev);
pCreature->SetNativeDisplayId(itr->second.modelid_prev);
pCreature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, minfo->bounding_radius);
pCreature->SetFloatValue(UNIT_FIELD_COMBATREACH, minfo->combat_reach);
creature->SetDisplayId(itr->second.modelid_prev);
creature->SetNativeDisplayId(itr->second.modelid_prev);
creature->SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, minfo->bounding_radius);
creature->SetFloatValue(UNIT_FIELD_COMBATREACH, minfo->combat_reach);
}
}
}