Core/Misc: Code style fixes and fix bug with fixed-level dependent removal of Tenacity buff

This commit is contained in:
tobmaps
2011-06-28 07:10:06 +07:00
parent 78859c9963
commit c5632bf9a8
2 changed files with 37 additions and 37 deletions
+7 -7
View File
@@ -289,7 +289,7 @@ void Battlefield::InvitePlayerToWar(Player *plr)
void Battlefield::InitStalker(uint32 entry, float x, float y, float z, float o) void Battlefield::InitStalker(uint32 entry, float x, float y, float z, float o)
{ {
if (Creature * creature = SpawnCreature(entry, x, y, z, o, TEAM_NEUTRAL)) if (Creature* creature = SpawnCreature(entry, x, y, z, o, TEAM_NEUTRAL))
StalkerGuid = creature->GetGUID(); StalkerGuid = creature->GetGUID();
else else
sLog->outError("Battlefield::InitStalker: could not spawn Stalker (Creature entry %u), zone messeges will be un-available", entry); sLog->outError("Battlefield::InitStalker: could not spawn Stalker (Creature entry %u), zone messeges will be un-available", entry);
@@ -507,7 +507,7 @@ void Battlefield::RegisterZone(uint32 zoneId)
sBattlefieldMgr.AddZone(zoneId, this); sBattlefieldMgr.AddZone(zoneId, this);
} }
void Battlefield::HideNpc(Creature * p_Creature) void Battlefield::HideNpc(Creature *p_Creature)
{ {
p_Creature->CombatStop(); p_Creature->CombatStop();
p_Creature->SetReactState(REACT_PASSIVE); p_Creature->SetReactState(REACT_PASSIVE);
@@ -517,7 +517,7 @@ void Battlefield::HideNpc(Creature * p_Creature)
p_Creature->SetVisible(false); p_Creature->SetVisible(false);
} }
void Battlefield::ShowNpc(Creature * p_Creature, bool p_Aggressive) void Battlefield::ShowNpc(Creature *p_Creature, bool p_Aggressive)
{ {
p_Creature->SetPhaseMask(1, true); p_Creature->SetPhaseMask(1, true);
p_Creature->SetVisible(true); p_Creature->SetVisible(true);
@@ -730,7 +730,7 @@ BfGraveYard::BfGraveYard(Battlefield *Bf)
void BfGraveYard::Init(uint32 horde_entry, uint32 alliance_entry, float x, float y, float z, float o, TeamId startcontrol, uint32 gy) void BfGraveYard::Init(uint32 horde_entry, uint32 alliance_entry, float x, float y, float z, float o, TeamId startcontrol, uint32 gy)
{ {
m_ControlTeam = startcontrol; m_ControlTeam = startcontrol;
if (Creature * cre = m_Bf->SpawnCreature(horde_entry, x, y, z, o, TEAM_HORDE)) if (Creature* cre = m_Bf->SpawnCreature(horde_entry, x, y, z, o, TEAM_HORDE))
{ {
m_SpiritGuide[TEAM_HORDE] = cre; m_SpiritGuide[TEAM_HORDE] = cre;
m_SpiritGuide[TEAM_HORDE]->SetReactState(REACT_PASSIVE); m_SpiritGuide[TEAM_HORDE]->SetReactState(REACT_PASSIVE);
@@ -740,7 +740,7 @@ void BfGraveYard::Init(uint32 horde_entry, uint32 alliance_entry, float x, float
else else
sLog->outError("BfGraveYard::Init can't spawn horde spiritguide %u", horde_entry); sLog->outError("BfGraveYard::Init can't spawn horde spiritguide %u", horde_entry);
if (Creature * cre = m_Bf->SpawnCreature(alliance_entry, x, y, z, o, TEAM_ALLIANCE)) if (Creature* cre = m_Bf->SpawnCreature(alliance_entry, x, y, z, o, TEAM_ALLIANCE))
{ {
m_SpiritGuide[TEAM_ALLIANCE] = cre; m_SpiritGuide[TEAM_ALLIANCE] = cre;
m_SpiritGuide[TEAM_ALLIANCE]->SetReactState(REACT_PASSIVE); m_SpiritGuide[TEAM_ALLIANCE]->SetReactState(REACT_PASSIVE);
@@ -896,12 +896,12 @@ Creature *Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
GameObject *Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o) GameObject *Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o)
{ {
//Get map object //Get map object
Map *map = const_cast < Map * >(sMapMgr->CreateBaseMap(571)); Map* map = const_cast < Map * >(sMapMgr->CreateBaseMap(571));
if (!map) if (!map)
return 0; return 0;
//Create gameobject //Create gameobject
GameObject *go = new GameObject; GameObject* go = new GameObject;
if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, PHASEMASK_NORMAL, x, y, z, o, 0, 0, 0, 0, 100, GO_STATE_READY)) if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, PHASEMASK_NORMAL, x, y, z, o, 0, 0, 0, 0, 100, GO_STATE_READY))
{ {
sLog->outErrorDb("Gameobject template %u not found in database! Battleground not created!", entry); sLog->outErrorDb("Gameobject template %u not found in database! Battleground not created!", entry);
@@ -128,34 +128,34 @@ bool BattlefieldWG::SetupBattlefield()
for (uint8 i = 0; i < WG_MAX_KEEP_NPC; i++) for (uint8 i = 0; i < WG_MAX_KEEP_NPC; i++)
{ {
// Horde npc // Horde npc
if (Creature * creature = SpawnCreature(WGKeepNPC[i].entryh, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_HORDE)) if (Creature* creature = SpawnCreature(WGKeepNPC[i].entryh, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_HORDE))
KeepCreature[TEAM_HORDE].insert(creature->GetGUID()); KeepCreature[TEAM_HORDE].insert(creature->GetGUID());
// Alliance npc // Alliance npc
if (Creature * creature = SpawnCreature(WGKeepNPC[i].entrya, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_ALLIANCE)) if (Creature* creature = SpawnCreature(WGKeepNPC[i].entrya, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_ALLIANCE))
KeepCreature[TEAM_ALLIANCE].insert(creature->GetGUID()); KeepCreature[TEAM_ALLIANCE].insert(creature->GetGUID());
} }
// Hide keep npc // Hide keep npc
for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr) for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
if (Unit * unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
HideNpc(creature); HideNpc(creature);
// Spawn out of keep npc // Spawn out of keep npc
// Horde npc // Horde npc
for (uint8 i = 0; i < WG_OUTSIDE_ALLIANCE_NPC; i++) for (uint8 i = 0; i < WG_OUTSIDE_ALLIANCE_NPC; i++)
if (Creature * creature = SpawnCreature(WGOutsideNPC[i].entryh, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_HORDE)) if (Creature* creature = SpawnCreature(WGOutsideNPC[i].entryh, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_HORDE))
OutsideCreature[TEAM_HORDE].insert(creature->GetGUID()); OutsideCreature[TEAM_HORDE].insert(creature->GetGUID());
// Alliance npc // Alliance npc
for (uint8 i = WG_OUTSIDE_ALLIANCE_NPC; i < WG_MAX_OUTSIDE_NPC; i++) for (uint8 i = WG_OUTSIDE_ALLIANCE_NPC; i < WG_MAX_OUTSIDE_NPC; i++)
if (Creature * creature = SpawnCreature(WGOutsideNPC[i].entrya, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_ALLIANCE)) if (Creature* creature = SpawnCreature(WGOutsideNPC[i].entrya, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_ALLIANCE))
OutsideCreature[TEAM_ALLIANCE].insert(creature->GetGUID()); OutsideCreature[TEAM_ALLIANCE].insert(creature->GetGUID());
// Hide outside npc // Hide outside npc
for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr) for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr)
if (Unit * unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
HideNpc(creature); HideNpc(creature);
for (uint8 i = 0; i < WG_MAX_TURRET; i++) for (uint8 i = 0; i < WG_MAX_TURRET; i++)
{ {
if (Creature * creature = SpawnCreature(28366, WGTurret[i].x, WGTurret[i].y, WGTurret[i].z, WGTurret[i].o, TeamId(0))) if (Creature* creature = SpawnCreature(28366, WGTurret[i].x, WGTurret[i].y, WGTurret[i].z, WGTurret[i].o, TeamId(0)))
{ {
CanonList.insert(creature->GetGUID()); CanonList.insert(creature->GetGUID());
HideNpc(creature); HideNpc(creature);
@@ -164,7 +164,7 @@ bool BattlefieldWG::SetupBattlefield()
// Spawning Buiding // Spawning Buiding
for (uint8 i = 0; i < WG_MAX_OBJ; i++) for (uint8 i = 0; i < WG_MAX_OBJ; i++)
{ {
GameObject *go = GameObject* go =
SpawnGameObject(WGGameObjectBuillding[i].entry, WGGameObjectBuillding[i].x, WGGameObjectBuillding[i].y, WGGameObjectBuillding[i].z, WGGameObjectBuillding[i].o); SpawnGameObject(WGGameObjectBuillding[i].entry, WGGameObjectBuillding[i].x, WGGameObjectBuillding[i].y, WGGameObjectBuillding[i].z, WGGameObjectBuillding[i].o);
BfWGGameObjectBuilding *b = new BfWGGameObjectBuilding(this); BfWGGameObjectBuilding *b = new BfWGGameObjectBuilding(this);
b->Init(go, WGGameObjectBuillding[i].type, WGGameObjectBuillding[i].WorldState, WGGameObjectBuillding[i].nameid); b->Init(go, WGGameObjectBuillding[i].type, WGGameObjectBuillding[i].WorldState, WGGameObjectBuillding[i].nameid);
@@ -173,7 +173,7 @@ bool BattlefieldWG::SetupBattlefield()
// Spawning portal defender // Spawning portal defender
for (uint8 i = 0; i < WG_MAX_TELEPORTER; i++) for (uint8 i = 0; i < WG_MAX_TELEPORTER; i++)
{ {
GameObject *go = SpawnGameObject(WGPortalDefenderData[i].entry, WGPortalDefenderData[i].x, WGPortalDefenderData[i].y, WGPortalDefenderData[i].z, WGPortalDefenderData[i].o); GameObject* go = SpawnGameObject(WGPortalDefenderData[i].entry, WGPortalDefenderData[i].x, WGPortalDefenderData[i].y, WGPortalDefenderData[i].z, WGPortalDefenderData[i].o);
DefenderPortalList.insert(go); DefenderPortalList.insert(go);
go->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[GetDefenderTeam()]); go->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[GetDefenderTeam()]);
} }
@@ -181,12 +181,12 @@ bool BattlefieldWG::SetupBattlefield()
// Spawn banner in keep // Spawn banner in keep
for (uint8 i = 0; i < WG_KEEPGAMEOBJECT_MAX; i++) for (uint8 i = 0; i < WG_KEEPGAMEOBJECT_MAX; i++)
{ {
if (GameObject * go = SpawnGameObject(WGKeepGameObject[i].entryh, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o)) if (GameObject* go = SpawnGameObject(WGKeepGameObject[i].entryh, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o))
{ {
go->SetRespawnTime(GetDefenderTeam()? RESPAWN_ONE_DAY : RESPAWN_IMMEDIATELY); go->SetRespawnTime(GetDefenderTeam()? RESPAWN_ONE_DAY : RESPAWN_IMMEDIATELY);
m_KeepGameObject[1].insert(go); m_KeepGameObject[1].insert(go);
} }
if (GameObject * go = SpawnGameObject(WGKeepGameObject[i].entrya, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o)) if (GameObject* go = SpawnGameObject(WGKeepGameObject[i].entrya, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o))
{ {
go->SetRespawnTime(GetDefenderTeam()? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY); go->SetRespawnTime(GetDefenderTeam()? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
m_KeepGameObject[0].insert(go); m_KeepGameObject[0].insert(go);
@@ -299,9 +299,9 @@ void BattlefieldWG::OnBattleStart()
// Update tower visibility and update faction // Update tower visibility and update faction
for (GuidSet::const_iterator itr = CanonList.begin(); itr != CanonList.end(); ++itr) for (GuidSet::const_iterator itr = CanonList.begin(); itr != CanonList.end(); ++itr)
{ {
if (Unit * unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
{ {
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
{ {
ShowNpc(creature, true); ShowNpc(creature, true);
creature->setFaction(WintergraspFaction[GetDefenderTeam()]); creature->setFaction(WintergraspFaction[GetDefenderTeam()]);
@@ -402,20 +402,20 @@ void BattlefieldWG::OnBattleEnd(bool endbytimer)
for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr) for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
{ {
if (Unit* unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
HideNpc(creature); HideNpc(creature);
} }
for (GuidSet::const_iterator itr = KeepCreature[GetDefenderTeam()].begin(); itr != KeepCreature[GetDefenderTeam()].end(); ++itr) for (GuidSet::const_iterator itr = KeepCreature[GetDefenderTeam()].begin(); itr != KeepCreature[GetDefenderTeam()].end(); ++itr)
{ {
if (Unit* unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
ShowNpc(creature, true); ShowNpc(creature, true);
} }
// Change all npc out of keep // Change all npc out of keep
for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr) for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr)
{ {
if (Unit* unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
HideNpc(creature); HideNpc(creature);
} }
for (GuidSet::const_iterator itr = OutsideCreature[GetAttackerTeam()].begin(); itr != OutsideCreature[GetAttackerTeam()].end(); ++itr) for (GuidSet::const_iterator itr = OutsideCreature[GetAttackerTeam()].begin(); itr != OutsideCreature[GetAttackerTeam()].end(); ++itr)
@@ -611,7 +611,7 @@ void BattlefieldWG::OnStartGrouping()
SendWarningToAllInZone(BATTLEFIELD_WG_TEXT_WILL_START); SendWarningToAllInZone(BATTLEFIELD_WG_TEXT_WILL_START);
} }
void BattlefieldWG::OnCreatureCreate(Creature * creature, bool add) void BattlefieldWG::OnCreatureCreate(Creature *creature, bool add)
{ {
if (IsWarTime()) if (IsWarTime())
{ {
@@ -702,9 +702,9 @@ void BattlefieldWG::HandleKill(Player *killer, Unit *victim)
for (GuidSet::const_iterator itr = m_vehicles[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].begin(); for (GuidSet::const_iterator itr = m_vehicles[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].begin();
itr != m_vehicles[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].end(); ++itr) itr != m_vehicles[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].end(); ++itr)
{ {
if (Unit * unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
{ {
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
{ {
if (victim->GetEntry() == creature->GetEntry() && !again) if (victim->GetEntry() == creature->GetEntry() && !again)
{ {
@@ -722,9 +722,9 @@ void BattlefieldWG::HandleKill(Player *killer, Unit *victim)
for (GuidSet::const_iterator itr = KeepCreature[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].begin(); for (GuidSet::const_iterator itr = KeepCreature[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].begin();
itr != KeepCreature[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].end(); ++itr) itr != KeepCreature[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].end(); ++itr)
{ {
if (Unit * unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
{ {
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
{ {
if (victim->GetEntry() == creature->GetEntry() && !again) if (victim->GetEntry() == creature->GetEntry() && !again)
{ {
@@ -750,7 +750,7 @@ void BattlefieldWG::PromotePlayer(Player *killer)
if (!m_WarTime) if (!m_WarTime)
return; return;
// Updating rank of player // Updating rank of player
if (Aura * aur = killer->GetAura(SPELL_RECRUIT)) if (Aura* aur = killer->GetAura(SPELL_RECRUIT))
{ {
if (aur->GetStackAmount() >= 5) // 7 or more TODO: if (aur->GetStackAmount() >= 5) // 7 or more TODO:
{ {
@@ -761,7 +761,7 @@ void BattlefieldWG::PromotePlayer(Player *killer)
else else
killer->CastSpell(killer, SPELL_RECRUIT, true); killer->CastSpell(killer, SPELL_RECRUIT, true);
} }
else if (Aura * aur = killer->GetAura(SPELL_CORPORAL)) else if (Aura* aur = killer->GetAura(SPELL_CORPORAL))
{ {
if (aur->GetStackAmount() >= 5) // 7 or more TODO: if (aur->GetStackAmount() >= 5) // 7 or more TODO:
{ {
@@ -997,7 +997,7 @@ void BattlefieldWG::AddBrokenTower(TeamId team)
} }
} }
void BattlefieldWG::ProcessEvent(GameObject * obj, uint32 eventId) void BattlefieldWG::ProcessEvent(GameObject *obj, uint32 eventId)
{ {
if (!obj || !IsWarTime()) if (!obj || !IsWarTime())
return; return;
@@ -1079,7 +1079,7 @@ void BattlefieldWG::UpdateTenacity()
{ {
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr) for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
if (Player* plr = sObjectMgr->GetPlayer((*itr))) if (Player* plr = sObjectMgr->GetPlayer((*itr)))
if (plr->getLevel() > 76) if (plr->getLevel() >= m_MinLevel))
plr->RemoveAurasDueToSpell(SPELL_TENACITY); plr->RemoveAurasDueToSpell(SPELL_TENACITY);
for (GuidSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr) for (GuidSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr)
@@ -1108,7 +1108,7 @@ void BattlefieldWG::UpdateTenacity()
plr->SetAuraStack(SPELL_TENACITY, plr, newStack); plr->SetAuraStack(SPELL_TENACITY, plr, newStack);
for (GuidSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr) for (GuidSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr)
if (Unit* unit = sObjectAccessor->FindUnit((*itr))) if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
if (Creature * creature = unit->ToCreature()) if (Creature* creature = unit->ToCreature())
creature->SetAuraStack(SPELL_TENACITY_VEHICLE, creature, newStack); creature->SetAuraStack(SPELL_TENACITY_VEHICLE, creature, newStack);
if (buff_honnor != 0) if (buff_honnor != 0)
@@ -1129,13 +1129,13 @@ void BfCapturePointWG::ChangeTeam(TeamId /*oldTeam */ )
m_WorkShop->ChangeControl(m_team, false); m_WorkShop->ChangeControl(m_team, false);
} }
BfCapturePointWG::BfCapturePointWG(BattlefieldWG * bf, TeamId control):BfCapturePoint(bf) BfCapturePointWG::BfCapturePointWG(BattlefieldWG *bf, TeamId control):BfCapturePoint(bf)
{ {
m_Bf = bf; m_Bf = bf;
m_team = control; m_team = control;
} }
BfGraveYardWG::BfGraveYardWG(BattlefieldWG * bf):BfGraveYard(bf) BfGraveYardWG::BfGraveYardWG(BattlefieldWG *bf):BfGraveYard(bf)
{ {
m_Bf = bf; m_Bf = bf;
} }