Core: Start cleaning up hungarian notation - Phase1: pCreature -> creature
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@@ -53,36 +53,36 @@ class npc_prospector_anvilward : public CreatureScript
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public:
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npc_prospector_anvilward() : CreatureScript("npc_prospector_anvilward") { }
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bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
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bool OnGossipSelect(Player* pPlayer, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
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{
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pPlayer->PlayerTalkClass->ClearMenus();
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switch(uiAction)
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{
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case GOSSIP_ACTION_INFO_DEF+1:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SELECT, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
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pPlayer->SEND_GOSSIP_MENU(8240, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(8240, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+2:
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pPlayer->CLOSE_GOSSIP_MENU();
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if (npc_escortAI* pEscortAI = CAST_AI(npc_prospector_anvilward::npc_prospector_anvilwardAI, pCreature->AI()))
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if (npc_escortAI* pEscortAI = CAST_AI(npc_prospector_anvilward::npc_prospector_anvilwardAI, creature->AI()))
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pEscortAI->Start(true, false, pPlayer->GetGUID());
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break;
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}
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return true;
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}
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bool OnGossipHello(Player* pPlayer, Creature* pCreature)
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bool OnGossipHello(Player* pPlayer, Creature* creature)
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{
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if (pPlayer->GetQuestStatus(QUEST_THE_DWARVEN_SPY) == QUEST_STATUS_INCOMPLETE)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HELLO, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(8239, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(8239, creature->GetGUID());
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return true;
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}
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CreatureAI* GetAI(Creature* pCreature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_prospector_anvilwardAI(pCreature);
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return new npc_prospector_anvilwardAI(creature);
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}
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struct npc_prospector_anvilwardAI : public npc_escortAI
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@@ -184,14 +184,14 @@ class npc_second_trial_paladin : public CreatureScript
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public:
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npc_second_trial_paladin() : CreatureScript("npc_second_trial_paladin") { }
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CreatureAI* GetAI(Creature* pCreature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_secondTrialAI (pCreature);
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return new npc_secondTrialAI (creature);
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}
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struct npc_secondTrialAI : public ScriptedAI
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{
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npc_secondTrialAI(Creature* pCreature) : ScriptedAI(pCreature) {}
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npc_secondTrialAI(Creature* creature) : ScriptedAI(creature) {}
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uint32 timer;
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uint8 questPhase;
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@@ -346,35 +346,35 @@ class npc_second_trial_controller : public CreatureScript
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public:
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npc_second_trial_controller() : CreatureScript("npc_second_trial_controller") { }
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bool OnQuestAccept(Player* /*pPlayer*/, Creature* pCreature, Quest const *quest)
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bool OnQuestAccept(Player* /*pPlayer*/, Creature* creature, Quest const *quest)
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{
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// One Player exclusive quest, wait for user go activation
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if (quest->GetQuestId() == QUEST_SECOND_TRIAL)
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CAST_AI(npc_second_trial_controller::master_kelerun_bloodmournAI, pCreature->AI())->questPhase = 1;
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CAST_AI(npc_second_trial_controller::master_kelerun_bloodmournAI, creature->AI())->questPhase = 1;
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return true;
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}
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bool OnGossipHello(Player* pPlayer, Creature* pCreature)
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bool OnGossipHello(Player* pPlayer, Creature* creature)
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{
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// quest only available if not already started
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// Quest_template flag is set to : QUEST_FLAGS_EVENT
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// Escort quests or any other event-driven quests. If player in party, all players that can accept this quest will receive confirmation box to accept quest.
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// !not sure if this really works!
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if (CAST_AI(npc_second_trial_controller::master_kelerun_bloodmournAI, pCreature->AI())->questPhase == 0)
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if (CAST_AI(npc_second_trial_controller::master_kelerun_bloodmournAI, creature->AI())->questPhase == 0)
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{
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pPlayer->PrepareQuestMenu(pCreature->GetGUID());
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pPlayer->SendPreparedQuest(pCreature->GetGUID());
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pPlayer->PrepareQuestMenu(creature->GetGUID());
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pPlayer->SendPreparedQuest(creature->GetGUID());
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}
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pPlayer->SEND_GOSSIP_MENU(pCreature->GetEntry(), pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(creature->GetEntry(), creature->GetGUID());
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return true;
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}
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CreatureAI* GetAI(Creature* pCreature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new master_kelerun_bloodmournAI (pCreature);
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return new master_kelerun_bloodmournAI (creature);
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}
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struct master_kelerun_bloodmournAI : public ScriptedAI
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@@ -508,8 +508,8 @@ public:
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bool OnGossipHello(Player* /*pPlayer*/, GameObject* pGO)
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{
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// find spawn :: master_kelerun_bloodmourn
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if (Creature* pCreature = pGO->FindNearestCreature(MASTER_KELERUN_BLOODMOURN, 30.0f))
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CAST_AI(npc_second_trial_controller::master_kelerun_bloodmournAI, pCreature->AI())->StartEvent();
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if (Creature* creature = pGO->FindNearestCreature(MASTER_KELERUN_BLOODMOURN, 30.0f))
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CAST_AI(npc_second_trial_controller::master_kelerun_bloodmournAI, creature->AI())->StartEvent();
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return true;
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}
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@@ -529,19 +529,19 @@ class npc_apprentice_mirveda : public CreatureScript
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public:
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npc_apprentice_mirveda() : CreatureScript("npc_apprentice_mirveda") { }
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bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* quest)
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bool OnQuestAccept(Player* pPlayer, Creature* creature, Quest const* quest)
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{
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if (quest->GetQuestId() == QUEST_UNEXPECTED_RESULT)
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{
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CAST_AI(npc_apprentice_mirveda::npc_apprentice_mirvedaAI, pCreature->AI())->Summon = true;
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CAST_AI(npc_apprentice_mirveda::npc_apprentice_mirvedaAI, pCreature->AI())->PlayerGUID = pPlayer->GetGUID();
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CAST_AI(npc_apprentice_mirveda::npc_apprentice_mirvedaAI, creature->AI())->Summon = true;
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CAST_AI(npc_apprentice_mirveda::npc_apprentice_mirvedaAI, creature->AI())->PlayerGUID = pPlayer->GetGUID();
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}
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return true;
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}
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CreatureAI* GetAI(Creature* pCreature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_apprentice_mirvedaAI (pCreature);
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return new npc_apprentice_mirvedaAI (creature);
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}
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struct npc_apprentice_mirvedaAI : public ScriptedAI
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@@ -630,9 +630,9 @@ class npc_infused_crystal : public CreatureScript
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public:
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npc_infused_crystal() : CreatureScript("npc_infused_crystal") { }
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CreatureAI* GetAI(Creature* pCreature) const
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CreatureAI* GetAI(Creature* creature) const
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{
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return new npc_infused_crystalAI (pCreature);
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return new npc_infused_crystalAI (creature);
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}
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struct npc_infused_crystalAI : public Scripted_NoMovementAI
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