Core: Clean up script variables to make variables consistant/standardized, and some additional warning-removals:

+ Fix compilewarning in Unit.cpp
+ Remove/comment out unused parameters for some commandscripts/scripts (warnings)
+ Replace "plr" with "player" all over the scriptbase for consistency
This commit is contained in:
click
2011-07-01 03:00:39 +02:00
parent ed4c9986c1
commit a9c9ab0efa
35 changed files with 485 additions and 485 deletions
+11 -11
View File
@@ -232,13 +232,13 @@ class spell_gen_pet_summoned : public SpellScriptLoader
if (caster->GetTypeId() != TYPEID_PLAYER)
return;
Player* plr = caster->ToPlayer();
if (plr->GetLastPetNumber())
Player* player = caster->ToPlayer();
if (player->GetLastPetNumber())
{
PetType newPetType = (plr->getClass() == CLASS_HUNTER) ? HUNTER_PET : SUMMON_PET;
if (Pet* newPet = new Pet(plr, newPetType))
PetType newPetType = (player->getClass() == CLASS_HUNTER) ? HUNTER_PET : SUMMON_PET;
if (Pet* newPet = new Pet(player, newPetType))
{
if (newPet->LoadPetFromDB(plr, 0, plr->GetLastPetNumber(), true))
if (newPet->LoadPetFromDB(player, 0, player->GetLastPetNumber(), true))
{
// revive the pet if it is dead
if (newPet->getDeathState() == DEAD)
@@ -896,9 +896,9 @@ class spell_generic_clone_weapon : public SpellScriptLoader
case SPELL_COPY_WEAPON_2:
case SPELL_COPY_WEAPON_3:
{
if (Player* plrCaster = caster->ToPlayer())
if (Player* player = caster->ToPlayer())
{
if (Item* mainItem = plrCaster->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
if (Item* mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, mainItem->GetEntry());
}
else
@@ -908,9 +908,9 @@ class spell_generic_clone_weapon : public SpellScriptLoader
case SPELL_COPY_OFFHAND:
case SPELL_COPY_OFFHAND_2:
{
if (Player* plrCaster = caster->ToPlayer())
if (Player* player = caster->ToPlayer())
{
if (Item* offItem = plrCaster->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if (Item* offItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, offItem->GetEntry());
}
else
@@ -919,9 +919,9 @@ class spell_generic_clone_weapon : public SpellScriptLoader
}
case SPELL_COPY_RANGED:
{
if (Player* plrCaster = caster->ToPlayer())
if (Player* player = caster->ToPlayer())
{
if (Item* rangedItem = plrCaster->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if (Item* rangedItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, rangedItem->GetEntry());
}
else