Codestyle: Renamed some variables to fit codestyle, corrected order in structure/class fields to match alignment (they use slightly less memory now)
Signed-off-by: Subv <[email protected]>
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@@ -28,7 +28,7 @@ class WorldObject;
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class LootTemplate;
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struct Condition;
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enum ConditionType
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enum ConditionTypes
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{ // value1 value2 value3
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CONDITION_NONE = 0, // 0 0 0 always true
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CONDITION_AURA = 1, // spell_id effindex use target? true if player (or target, if value3) has aura of spell_id with effect effindex
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@@ -140,40 +140,40 @@ struct ConditionSourceInfo
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struct Condition
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{
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ConditionSourceType mSourceType; //SourceTypeOrReferenceId
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uint32 mSourceGroup;
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int32 mSourceEntry;
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uint32 mSourceId; // So far, only used in CONDITION_SOURCE_TYPE_SMART_EVENT
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uint32 mElseGroup;
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ConditionType mConditionType; //ConditionTypeOrReference
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uint8 mConditionTarget;
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uint32 mConditionValue1;
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uint32 mConditionValue2;
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uint32 mConditionValue3;
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uint32 ErrorTextd;
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uint32 mReferenceId;
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uint32 mScriptId;
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bool mNegativeCondition;
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ConditionSourceType SourceType; //SourceTypeOrReferenceId
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uint32 SourceGroup;
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int32 SourceEntry;
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uint32 SourceId; // So far, only used in CONDITION_SOURCE_TYPE_SMART_EVENT
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uint32 ElseGroup;
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ConditionTypes ConditionType; //ConditionTypeOrReference
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uint32 ConditionValue1;
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uint32 ConditionValue2;
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uint32 ConditionValue3;
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uint32 ErrorTextId;
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uint32 ReferenceId;
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uint32 ScriptId;
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uint8 ConditionTarget;
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bool NegativeCondition;
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Condition()
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{
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mSourceType = CONDITION_SOURCE_TYPE_NONE;
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mSourceGroup = 0;
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mSourceEntry = 0;
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mElseGroup = 0;
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mConditionType = CONDITION_NONE;
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mConditionTarget = 0;
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mConditionValue1 = 0;
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mConditionValue2 = 0;
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mConditionValue3 = 0;
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mReferenceId = 0;
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ErrorTextd = 0;
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mScriptId = 0;
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mNegativeCondition = false;
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SourceType = CONDITION_SOURCE_TYPE_NONE;
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SourceGroup = 0;
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SourceEntry = 0;
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ElseGroup = 0;
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ConditionType = CONDITION_NONE;
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ConditionTarget = 0;
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ConditionValue1 = 0;
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ConditionValue2 = 0;
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ConditionValue3 = 0;
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ReferenceId = 0;
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ErrorTextId = 0;
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ScriptId = 0;
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NegativeCondition = false;
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}
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bool Meets(ConditionSourceInfo& sourceInfo);
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bool isLoaded() const { return mConditionType > CONDITION_NONE || mReferenceId; }
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bool isLoaded() const { return ConditionType > CONDITION_NONE || ReferenceId; }
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uint32 GetMaxAvailableConditionTargets();
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};
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