Core: Start cleaning up hungarian notation - Phase1: pCreature -> creature
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@@ -59,50 +59,50 @@ class npc_arete : public CreatureScript
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public:
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npc_arete() : CreatureScript("npc_arete") { }
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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 (pCreature->isQuestGiver())
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pPlayer->PrepareQuestMenu(pCreature->GetGUID());
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if (creature->isQuestGiver())
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pPlayer->PrepareQuestMenu(creature->GetGUID());
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if (pPlayer->GetQuestStatus(QUEST_THE_STORY_THUS_FAR) == QUEST_STATUS_INCOMPLETE)
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{
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE1, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE1, creature->GetGUID());
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return true;
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}
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(creature), creature->GetGUID());
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return true;
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}
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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_ARETE_ITEM2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE2, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE2, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+2:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE3, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE3, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+3:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE4, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE4, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+4:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM5, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE5, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE5, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+5:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM6, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE6, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE6, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+6:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM7, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 7);
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE7, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE7, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+7:
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pPlayer->CLOSE_GOSSIP_MENU();
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@@ -128,20 +128,20 @@ class npc_dame_evniki_kapsalis : public CreatureScript
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public:
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npc_dame_evniki_kapsalis() : CreatureScript("npc_dame_evniki_kapsalis") { }
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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->HasTitle(TITLE_CRUSADER))
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_VENDOR, GOSSIP_TEXT_BROWSE_GOODS, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_TRADE);
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(creature), creature->GetGUID());
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return true;
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}
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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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if (uiAction == GOSSIP_ACTION_TRADE)
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pPlayer->GetSession()->SendListInventory(pCreature->GetGUID());
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pPlayer->GetSession()->SendListInventory(creature->GetGUID());
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return true;
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}
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};
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@@ -168,7 +168,7 @@ class npc_squire_david : public CreatureScript
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public:
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npc_squire_david() : CreatureScript("npc_squire_david") { }
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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_ASPIRANT_S_CHALLENGE_H) == QUEST_STATUS_INCOMPLETE ||
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pPlayer->GetQuestStatus(QUEST_THE_ASPIRANT_S_CHALLENGE_A) == QUEST_STATUS_INCOMPLETE)//We need more info about it.
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@@ -177,17 +177,17 @@ public:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_SQUIRE_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
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}
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_SQUIRE, pCreature->GetGUID());
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pPlayer->SEND_GOSSIP_MENU(GOSSIP_TEXTID_SQUIRE, creature->GetGUID());
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return true;
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}
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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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if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
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{
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pPlayer->CLOSE_GOSSIP_MENU();
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pCreature->SummonCreature(NPC_ARGENT_VALIANT, 8575.451f, 952.472f, 547.554f, 0.38f);
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creature->SummonCreature(NPC_ARGENT_VALIANT, 8575.451f, 952.472f, 547.554f, 0.38f);
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}
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return true;
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}
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@@ -212,10 +212,10 @@ public:
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struct npc_argent_valiantAI : public ScriptedAI
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{
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npc_argent_valiantAI(Creature* pCreature) : ScriptedAI(pCreature)
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npc_argent_valiantAI(Creature* creature) : ScriptedAI(creature)
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{
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pCreature->GetMotionMaster()->MovePoint(0, 8599.258f, 963.951f, 547.553f);
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pCreature->setFaction(35); //wrong faction in db?
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creature->GetMotionMaster()->MovePoint(0, 8599.258f, 963.951f, 547.553f);
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creature->setFaction(35); //wrong faction in db?
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}
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uint32 uiChargeTimer;
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@@ -295,7 +295,7 @@ public:
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struct npc_alorah_and_grimminAI : public ScriptedAI
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{
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npc_alorah_and_grimminAI(Creature* pCreature) : ScriptedAI(pCreature) {}
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npc_alorah_and_grimminAI(Creature* creature) : ScriptedAI(creature) {}
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bool uiCast;
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@@ -354,7 +354,7 @@ public:
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struct npc_guardian_pavilionAI : public Scripted_NoMovementAI
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{
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npc_guardian_pavilionAI(Creature* pCreature) : Scripted_NoMovementAI(pCreature) {}
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npc_guardian_pavilionAI(Creature* creature) : Scripted_NoMovementAI(creature) {}
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void MoveInLineOfSight(Unit* pWho)
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{
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