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
+11 -15
View File
@@ -172,7 +172,6 @@ void Group::LoadGroupFromDB(Field* fields)
m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
else
m_raidDifficulty = Difficulty(r_diff);
}
void Group::LoadMemberFromDB(uint32 guidLow, uint8 memberFlags, uint8 subgroup, uint8 roles)
@@ -720,12 +719,12 @@ void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
}
// notify group members which player is the allowed looter for the given creature
void Group::SendLooter(Creature* pCreature, Player* pLooter)
void Group::SendLooter(Creature* creature, Player* pLooter)
{
ASSERT(pCreature);
ASSERT(creature);
WorldPacket data(SMSG_LOOT_LIST, (8+8));
data << uint64(pCreature->GetGUID());
data << uint64(creature->GetGUID());
data << uint8(0); // unk1
if (pLooter)
@@ -770,7 +769,6 @@ void Group::GroupLoot(Loot* loot, WorldObject* pLootedObject)
{
if (member->IsWithinDistInMap(pLootedObject, sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE), false))
{
r->totalPlayersRolling++;
if (member->GetPassOnGroupLoot())
@@ -1255,19 +1253,18 @@ void Group::SendUpdateToPlayer(uint64 playerGUID, MemberSlot* slot)
player->GetSession()->SendPacket(&data);
}
void Group::UpdatePlayerOutOfRange(Player* pPlayer)
void Group::UpdatePlayerOutOfRange(Player* player)
{
if (!pPlayer || !pPlayer->IsInWorld())
if (!player || !player->IsInWorld())
return;
Player* player;
WorldPacket data;
pPlayer->GetSession()->BuildPartyMemberStatsChangedPacket(pPlayer, &data);
player->GetSession()->BuildPartyMemberStatsChangedPacket(player, &data);
for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
player = itr->getSource();
if (player && !player->IsWithinDist(pPlayer, player->GetSightRange(), false))
if (player && !player->IsWithinDist(player, player->GetSightRange(), false))
player->GetSession()->SendPacket(&data);
}
}
@@ -1589,9 +1586,9 @@ bool Group::InCombatToInstance(uint32 instanceId)
{
for (GroupReference* itr = GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pPlayer = itr->getSource();
if (pPlayer && !pPlayer->getAttackers().empty() && pPlayer->GetInstanceId() == instanceId && (pPlayer->GetMap()->IsRaidOrHeroicDungeon()))
for (std::set<Unit*>::const_iterator i = pPlayer->getAttackers().begin(); i != pPlayer->getAttackers().end(); ++i)
Player* player = itr->getSource();
if (player && !player->getAttackers().empty() && player->GetInstanceId() == instanceId && (player->GetMap()->IsRaidOrHeroicDungeon()))
for (std::set<Unit*>::const_iterator i = player->getAttackers().begin(); i != player->getAttackers().end(); ++i)
if ((*i) && (*i)->GetTypeId() == TYPEID_UNIT && (*i)->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND)
return true;
}
@@ -1755,7 +1752,6 @@ void Group::BroadcastGroupUpdate(void)
// -- not very efficient but safe
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
Player* pp = ObjectAccessor::FindPlayer(citr->guid);
if (pp && pp->IsInWorld())
{
@@ -2069,4 +2065,4 @@ void Group::ToggleGroupMemberFlag(member_witerator slot, uint8 flag, bool apply)
slot->flags |= flag;
else
slot->flags &= ~flag;
}
}
+2 -2
View File
@@ -261,7 +261,7 @@ class Group
void SendTargetIconList(WorldSession* session);
void SendUpdate();
void SendUpdateToPlayer(uint64 playerGUID, MemberSlot* slot = NULL);
void UpdatePlayerOutOfRange(Player* pPlayer);
void UpdatePlayerOutOfRange(Player* player);
// ignore: GUID of player that will be ignored
void BroadcastPacket(WorldPacket* packet, bool ignorePlayersInBGRaid, int group=-1, uint64 ignore=0);
void BroadcastReadyCheck(WorldPacket* packet);
@@ -276,7 +276,7 @@ class Group
void SendLootRoll(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
void SendLootRollWon(uint64 SourceGuid, uint64 TargetGuid, uint8 RollNumber, uint8 RollType, const Roll &r);
void SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r);
void SendLooter(Creature* pCreature, Player* pLooter);
void SendLooter(Creature* creature, Player* pLooter);
void GroupLoot(Loot* loot, WorldObject* pLootedObject);
void NeedBeforeGreed(Loot* loot, WorldObject* pLootedObject);
void MasterLoot(Loot* loot, WorldObject* pLootedObject);