[10449] Typos in enum names and comments

Also typos find by darkstalker and Neo2003

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Darkrulerz 2010-09-06 15:32:35 +04:00 committed by VladimirMangos
parent e3d9ebe81e
commit 214c65baa1
12 changed files with 2746 additions and 2746 deletions

View file

@ -244,10 +244,10 @@ bool AchievementCriteriaRequirement::IsValid(AchievementCriteriaEntry const* cri
return false;
}
return true;
case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL:
case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL:
if(equipped_item.item_quality >= MAX_ITEM_QUALITY)
{
sLog.outErrorDb( "Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM (%u) have unknown quality state in value1 (%u), ignore.",
sLog.outErrorDb( "Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL (%u) have unknown quality state in value1 (%u), ignore.",
criteria->ID, criteria->requiredType,requirementType,equipped_item.item_quality);
return false;
}
@ -350,7 +350,7 @@ bool AchievementCriteriaRequirement::Meets(uint32 criteria_id, Player const* sou
}
return data->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1);
}
case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL:
case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL:
{
Item* item = source->GetItemByPos(INVENTORY_SLOT_BAG_0,miscvalue1);
if (!item)

View file

@ -62,7 +62,7 @@ enum AchievementCriteriaRequirementType
ACHIEVEMENT_CRITERIA_REQUIRE_HOLIDAY = 16, // holiday_id 0 event in holiday time
ACHIEVEMENT_CRITERIA_REQUIRE_BG_LOSS_TEAM_SCORE = 17, // min_score max_score player's team win bg and opposition team have team score in range
ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT = 18, // 0 0 maker instance script call for check current criteria requirements fit
ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL = 19, // item_level item_quality fir equipped item in slot `misc1` to item level and quality
ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL = 19, // item_level item_quality fir equipped item in slot `misc1` to item level and quality
};
#define MAX_ACHIEVEMENT_CRITERIA_REQUIREMENT_TYPE 20 // maximum value in AchievementCriteriaRequirementType enum
@ -157,7 +157,7 @@ struct AchievementCriteriaRequirement
uint32 max_score;
} bg_loss_team_score;
// ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT = 18 (no data)
// ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM = 19
// ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL=19
struct
{
uint32 item_level;

View file

@ -141,7 +141,7 @@ struct CreatureInfo
else if(type_flags & CREATURE_TYPEFLAGS_MININGLOOT)
return SKILL_MINING;
else if(type_flags & CREATURE_TYPEFLAGS_ENGINEERLOOT)
return SKILL_ENGINERING;
return SKILL_ENGINEERING;
else
return SKILL_SKINNING; // normal case
}

View file

@ -879,7 +879,7 @@ void Guild::LoadGuildEventLogFromDB()
NewEvent.TimeStamp = fields[5].GetUInt64();
// There can be a problem if more events have same TimeStamp the ORDER can be broken when fields[0].GetUInt32() == configCount, but
// events with same timestamp can appear when there is lag, and we naivly suppose that mangos isn't laggy
// events with same timestamp can appear when there is lag, and we naively suppose that mangos isn't laggy
// but if problem appears, player will see set of guild events that have same timestamp in bad order
// Add entry to list

View file

@ -93,7 +93,7 @@ enum ItemBondingType
{
NO_BIND = 0,
BIND_WHEN_PICKED_UP = 1,
BIND_WHEN_EQUIPED = 2,
BIND_WHEN_EQUIPPED = 2,
BIND_WHEN_USE = 3,
BIND_QUEST_ITEM = 4,
BIND_QUEST_ITEM1 = 5 // not used in game

View file

@ -7240,7 +7240,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
ApplyFeralAPBonus(feral_bonus, apply);
}
if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
if(!IsUseEquippedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
return;
if (proto->Delay)
@ -9046,7 +9046,7 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bo
if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
return NULL;
if (useable && !IsUseEquipedWeapon(attackType==BASE_ATTACK))
if (useable && !IsUseEquippedWeapon(attackType==BASE_ATTACK))
return NULL;
if (nonbroken && item->IsBroken())
@ -10913,7 +10913,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
(pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
pItem->SetBinding( true );
if (bag == INVENTORY_SLOT_BAG_0)
@ -10959,7 +10959,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
{
if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
(pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
pItem2->SetBinding( true );
pItem2->SetCount( pItem2->GetCount() + count );
@ -11152,7 +11152,7 @@ void Player::VisualizeItem( uint8 slot, Item *pItem)
return;
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
pItem->SetBinding( true );
DEBUG_LOG( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());

View file

@ -1341,7 +1341,7 @@ class MANGOS_DLL_SPEC Player : public Unit
void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
bool IsUseEquipedWeapon( bool mainhand ) const
bool IsUseEquippedWeapon( bool mainhand ) const
{
// disarm applied only to mainhand weapon
return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) );

File diff suppressed because it is too large Load diff

View file

@ -3250,7 +3250,7 @@ void Spell::EffectHeal(SpellEffectIndex /*eff_idx*/)
else if ((m_spellInfo->Id == 67486 || m_spellInfo->Id == 67489) && unitTarget->GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)unitTarget;
if (player->HasSkill(SKILL_ENGINERING))
if (player->HasSkill(SKILL_ENGINEERING))
addhealth += int32(addhealth * 0.25);
}
@ -3556,7 +3556,7 @@ void Spell::EffectEnergize(SpellEffectIndex eff_idx)
if (unitTarget->GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)unitTarget;
if (player->HasSkill(SKILL_ENGINERING))
if (player->HasSkill(SKILL_ENGINEERING))
damage += int32(damage * 0.25);
}
break;
@ -4349,9 +4349,9 @@ void Spell::DoSummonWild(SpellEffectIndex eff_idx, uint32 forceFaction)
if (m_caster->GetTypeId()==TYPEID_PLAYER && m_CastItem)
{
ItemPrototype const *proto = m_CastItem->GetProto();
if (proto && proto->RequiredSkill == SKILL_ENGINERING)
if (proto && proto->RequiredSkill == SKILL_ENGINEERING)
{
uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINERING);
uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINEERING);
if (skill202)
level = skill202/5;
}
@ -4413,9 +4413,9 @@ void Spell::DoSummonGuardian(SpellEffectIndex eff_idx, uint32 forceFaction)
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_CastItem)
{
ItemPrototype const *proto = m_CastItem->GetProto();
if (proto && proto->RequiredSkill == SKILL_ENGINERING)
if (proto && proto->RequiredSkill == SKILL_ENGINEERING)
{
uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINERING);
uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINEERING);
if (skill202)
{
level = skill202 / 5;

View file

@ -438,7 +438,7 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, fl
weapon_mindamage = lvl*0.85f*att_speed;
weapon_maxdamage = lvl*1.25f*att_speed;
}
else if(!IsUseEquipedWeapon(attType==BASE_ATTACK)) //check if player not in form but still can't use weapon (broken/etc)
else if (!IsUseEquippedWeapon(attType==BASE_ATTACK)) //check if player not in form but still can't use weapon (broken/etc)
{
weapon_mindamage = BASE_MINDAMAGE;
weapon_maxdamage = BASE_MAXDAMAGE;

View file

@ -102,7 +102,7 @@ bool ChatHandler::HandleAccountDeleteCommand(char* args)
* Collects all GUIDs (and related info) from deleted characters which are still in the database.
*
* @param foundList a reference to an std::list which will be filled with info data
* @param searchString the search string which either contains a player GUID (low part) or a part fo the character-name
* @param searchString the search string which either contains a player GUID (low part) or a part of the character-name
* @return returns false if there was a problem while selecting the characters (e.g. player name not normalizeable)
*/
bool ChatHandler::GetDeletedCharacterInfoList(DeletedInfoList& foundList, std::string searchString)
@ -225,7 +225,7 @@ void ChatHandler::HandleCharacterDeletedListHelper(DeletedInfoList const& foundL
* @see ChatHandler::HandleCharacterDeletedDeleteCommand
* @see ChatHandler::DeletedInfoList
*
* @param args the search string which either contains a player GUID or a part fo the character-name
* @param args the search string which either contains a player GUID or a part of the character-name
*/
bool ChatHandler::HandleCharacterDeletedListCommand(char* args)
{
@ -354,7 +354,7 @@ bool ChatHandler::HandleCharacterDeletedRestoreCommand(char* args)
* @see ChatHandler::HandleCharacterDeletedListCommand
* @see ChatHandler::HandleCharacterDeletedRestoreCommand
*
* @param args the search string which either contains a player GUID or a part fo the character-name
* @param args the search string which either contains a player GUID or a part of the character-name
*/
bool ChatHandler::HandleCharacterDeletedDeleteCommand(char* args)
{
@ -391,7 +391,7 @@ bool ChatHandler::HandleCharacterDeletedDeleteCommand(char* args)
* @see ChatHandler::HandleCharacterDeletedListCommand
* @see ChatHandler::HandleCharacterDeletedRestoreCommand
*
* @param args the search string which either contains a player GUID or a part fo the character-name
* @param args the search string which either contains a player GUID or a part of the character-name
*/
bool ChatHandler::HandleCharacterDeletedOldCommand(char* args)
{

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10448"
#define REVISION_NR "10449"
#endif // __REVISION_NR_H__