Core: Codestyle clean-up
"plr"->player Note: codestyle methods needs maintained, Player* player.
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@@ -1590,15 +1590,15 @@ void GameEventMgr::SaveWorldEventStateToDB(uint16 event_id)
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CharacterDatabase.CommitTransaction(trans);
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}
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void GameEventMgr::SendWorldStateUpdate(Player* plr, uint16 event_id)
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void GameEventMgr::SendWorldStateUpdate(Player* player, uint16 event_id)
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{
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GameEventConditionMap::const_iterator itr;
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for (itr = mGameEvent[event_id].conditions.begin(); itr !=mGameEvent[event_id].conditions.end(); ++itr)
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{
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if (itr->second.done_world_state)
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plr->SendUpdateWorldState(itr->second.done_world_state, (uint32)(itr->second.done));
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player->SendUpdateWorldState(itr->second.done_world_state, (uint32)(itr->second.done));
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if (itr->second.max_world_state)
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plr->SendUpdateWorldState(itr->second.max_world_state, (uint32)(itr->second.reqNum));
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player->SendUpdateWorldState(itr->second.max_world_state, (uint32)(itr->second.reqNum));
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}
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}
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@@ -115,11 +115,11 @@ class GameEventMgr
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bool StartEvent(uint16 event_id, bool overwrite = false);
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void StopEvent(uint16 event_id, bool overwrite = false);
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void HandleQuestComplete(uint32 quest_id); // called on world event type quest completions
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void HandleWorldEventGossip(Player* plr, Creature* c);
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void HandleWorldEventGossip(Player* player, Creature* c);
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uint32 GetNPCFlag(Creature* cr);
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uint32 GetNpcTextId(uint32 guid);
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private:
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void SendWorldStateUpdate(Player* plr, uint16 event_id);
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void SendWorldStateUpdate(Player* player, uint16 event_id);
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void AddActiveEvent(uint16 event_id) { m_ActiveEvents.insert(event_id); }
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void RemoveActiveEvent(uint16 event_id) { m_ActiveEvents.erase(event_id); }
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void ApplyNewEvent(uint16 event_id);
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