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
+8 -8
View File
@@ -220,8 +220,8 @@ void PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
sObjectMgr->RemoveCreatureFromGrid(guid, data);
if (Creature* pCreature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
pCreature->AddObjectToRemoveList();
if (Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
creature->AddObjectToRemoveList();
}
}
@@ -363,15 +363,15 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
// 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(LOG_FILTER_POOLSYS, "Spawning creature %u", guid);
if (!pCreature->LoadFromDB(obj->guid, map))
if (!creature->LoadFromDB(obj->guid, map))
{
delete pCreature;
delete creature;
return;
}
else
map->Add(pCreature);
map->Add(creature);
}
}
}
@@ -506,8 +506,8 @@ template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
if (Creature* pCreature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
pCreature->GetMap()->Add(pCreature);
if (Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
creature->GetMap()->Add(creature);
}
// Method that does the respawn job on the specified gameobject