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[10610] Renamed some functions from the Creature class
Also other classes have been affected, due to the use of search&replace. This will probably break some patches and 3rd party libraries, so make sure to update them if required. Thanks to Phille for the original idea and patch!
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parent
d090bce461
commit
61102e3b16
50 changed files with 305 additions and 305 deletions
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@ -1706,7 +1706,7 @@ bool ChatHandler::HandleNpcAddMoveCommand(char* args)
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pCreature->GetMotionMaster()->Initialize();
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if (pCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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pCreature->setDeathState(JUST_DIED);
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pCreature->SetDeathState(JUST_DIED);
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pCreature->Respawn();
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}
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pCreature->SaveToDB();
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@ -1739,7 +1739,7 @@ bool ChatHandler::HandleNpcChangeLevelCommand(char* args)
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return false;
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}
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if (pCreature->isPet())
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if (pCreature->IsPet())
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{
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if (((Pet*)pCreature)->getPetType()==HUNTER_PET)
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{
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@ -1805,7 +1805,7 @@ bool ChatHandler::HandleNpcDeleteCommand(char* args)
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else
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unit = getSelectedCreature();
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if (!unit || unit->isPet() || unit->isTotem() || unit->isVehicle())
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if (!unit || unit->IsPet() || unit->IsTotem() || unit->IsVehicle())
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{
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SendSysMessage(LANG_SELECT_CREATURE);
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SetSentErrorMessage(true);
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@ -1875,7 +1875,7 @@ bool ChatHandler::HandleNpcMoveCommand(char* args)
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pCreature->GetMotionMaster()->Initialize();
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if (pCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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pCreature->setDeathState(JUST_DIED);
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pCreature->SetDeathState(JUST_DIED);
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pCreature->Respawn();
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}
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}
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@ -1912,7 +1912,7 @@ bool ChatHandler::HandleNpcSetMoveTypeCommand(char* args)
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if (!ExtractUInt32(&args, lowguid)) // case .setmovetype $move_type (with selected creature)
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{
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pCreature = getSelectedCreature();
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if (!pCreature || pCreature->isPet())
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if (!pCreature || pCreature->IsPet())
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return false;
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lowguid = pCreature->GetDBTableGUIDLow();
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}
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@ -1966,7 +1966,7 @@ bool ChatHandler::HandleNpcSetMoveTypeCommand(char* args)
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pCreature->GetMotionMaster()->Initialize();
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if (pCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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pCreature->setDeathState(JUST_DIED);
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pCreature->SetDeathState(JUST_DIED);
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pCreature->Respawn();
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}
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pCreature->SaveToDB();
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@ -1990,7 +1990,7 @@ bool ChatHandler::HandleNpcSetModelCommand(char* args)
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Creature *pCreature = getSelectedCreature();
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if (!pCreature || pCreature->isPet())
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if (!pCreature || pCreature->IsPet())
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{
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SendSysMessage(LANG_SELECT_CREATURE);
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SetSentErrorMessage(true);
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@ -2074,7 +2074,7 @@ bool ChatHandler::HandleNpcSpawnDistCommand(char* args)
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pCreature->GetMotionMaster()->Initialize();
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if (pCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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pCreature->setDeathState(JUST_DIED);
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pCreature->SetDeathState(JUST_DIED);
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pCreature->Respawn();
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}
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@ -2165,7 +2165,7 @@ bool ChatHandler::HandleNpcUnFollowCommand(char* /*args*/)
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bool ChatHandler::HandleNpcTameCommand(char* /*args*/)
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{
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Creature *creatureTarget = getSelectedCreature ();
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if (!creatureTarget || creatureTarget->isPet ())
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if (!creatureTarget || creatureTarget->IsPet ())
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{
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PSendSysMessage (LANG_SELECT_CREATURE);
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SetSentErrorMessage (true);
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@ -2252,7 +2252,7 @@ bool ChatHandler::HandleNpcSetPhaseCommand(char* args)
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pCreature->SetPhaseMask(phasemask,true);
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if (!pCreature->isPet())
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if (!pCreature->IsPet())
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pCreature->SaveToDB();
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return true;
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@ -2269,7 +2269,7 @@ bool ChatHandler::HandleNpcSetDeathStateCommand(char* args)
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}
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Creature* pCreature = getSelectedCreature();
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if (!pCreature || pCreature->isPet())
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if (!pCreature || pCreature->IsPet())
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{
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SendSysMessage(LANG_SELECT_CREATURE);
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SetSentErrorMessage(true);
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@ -2861,7 +2861,7 @@ bool ChatHandler::HandleWpAddCommand(char* args)
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// No GUID provided
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// -> Player must have selected a creature
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if (!target || target->isPet())
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if (!target || target->IsPet())
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{
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SendSysMessage(LANG_SELECT_CREATURE);
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SetSentErrorMessage(true);
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@ -2945,7 +2945,7 @@ bool ChatHandler::HandleWpAddCommand(char* args)
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}
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target = m_session->GetPlayer()->GetMap()->GetCreature(ObjectGuid(HIGHGUID_UNIT, data->id, lowguid));
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if (!target || target->isPet())
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if (!target || target->IsPet())
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{
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PSendSysMessage(LANG_WAYPOINT_CREATNOTFOUND, lowguid);
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SetSentErrorMessage(true);
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@ -2968,7 +2968,7 @@ bool ChatHandler::HandleWpAddCommand(char* args)
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target->GetMotionMaster()->Initialize();
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if (target->isAlive()) // dead creature will reset movement generator at respawn
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{
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target->setDeathState(JUST_DIED);
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target->SetDeathState(JUST_DIED);
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target->Respawn();
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}
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target->SaveToDB();
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@ -3184,7 +3184,7 @@ bool ChatHandler::HandleWpModifyCommand(char* args)
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npcCreature->GetMotionMaster()->Initialize();
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if (npcCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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npcCreature->setDeathState(JUST_DIED);
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npcCreature->SetDeathState(JUST_DIED);
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npcCreature->Respawn();
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}
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}
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@ -3272,7 +3272,7 @@ bool ChatHandler::HandleWpModifyCommand(char* args)
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npcCreature->GetMotionMaster()->Initialize();
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if (npcCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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npcCreature->setDeathState(JUST_DIED);
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npcCreature->SetDeathState(JUST_DIED);
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npcCreature->Respawn();
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}
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npcCreature->SaveToDB();
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@ -3342,7 +3342,7 @@ bool ChatHandler::HandleWpModifyCommand(char* args)
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npcCreature->GetMotionMaster()->Initialize();
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if (npcCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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npcCreature->setDeathState(JUST_DIED);
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npcCreature->SetDeathState(JUST_DIED);
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npcCreature->Respawn();
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}
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}
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@ -3376,7 +3376,7 @@ bool ChatHandler::HandleWpModifyCommand(char* args)
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npcCreature->GetMotionMaster()->Initialize();
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if (npcCreature->isAlive()) // dead creature will reset movement generator at respawn
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{
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npcCreature->setDeathState(JUST_DIED);
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npcCreature->SetDeathState(JUST_DIED);
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npcCreature->Respawn();
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}
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}
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