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
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@@ -232,13 +232,13 @@ class spell_gen_pet_summoned : public SpellScriptLoader
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if (caster->GetTypeId() != TYPEID_PLAYER)
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return;
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Player* plr = caster->ToPlayer();
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if (plr->GetLastPetNumber())
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Player* player = caster->ToPlayer();
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if (player->GetLastPetNumber())
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{
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PetType newPetType = (plr->getClass() == CLASS_HUNTER) ? HUNTER_PET : SUMMON_PET;
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if (Pet* newPet = new Pet(plr, newPetType))
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PetType newPetType = (player->getClass() == CLASS_HUNTER) ? HUNTER_PET : SUMMON_PET;
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if (Pet* newPet = new Pet(player, newPetType))
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{
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if (newPet->LoadPetFromDB(plr, 0, plr->GetLastPetNumber(), true))
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if (newPet->LoadPetFromDB(player, 0, player->GetLastPetNumber(), true))
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{
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// revive the pet if it is dead
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if (newPet->getDeathState() == DEAD)
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@@ -896,9 +896,9 @@ class spell_generic_clone_weapon : public SpellScriptLoader
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case SPELL_COPY_WEAPON_2:
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case SPELL_COPY_WEAPON_3:
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{
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if (Player* plrCaster = caster->ToPlayer())
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if (Player* player = caster->ToPlayer())
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{
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if (Item* mainItem = plrCaster->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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if (Item* mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, mainItem->GetEntry());
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}
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else
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@@ -908,9 +908,9 @@ class spell_generic_clone_weapon : public SpellScriptLoader
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case SPELL_COPY_OFFHAND:
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case SPELL_COPY_OFFHAND_2:
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{
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if (Player* plrCaster = caster->ToPlayer())
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if (Player* player = caster->ToPlayer())
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{
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if (Item* offItem = plrCaster->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
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if (Item* offItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, offItem->GetEntry());
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}
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else
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@@ -919,9 +919,9 @@ class spell_generic_clone_weapon : public SpellScriptLoader
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}
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case SPELL_COPY_RANGED:
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{
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if (Player* plrCaster = caster->ToPlayer())
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if (Player* player = caster->ToPlayer())
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{
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if (Item* rangedItem = plrCaster->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
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if (Item* rangedItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, rangedItem->GetEntry());
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}
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else
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