Core: Removed more operator workarounds for ACE_Singleton (missed previously because of inconsistent naming)

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-12-23 23:25:44 +01:00
parent 95daf7998f
commit 928443d899
245 changed files with 5711 additions and 5714 deletions

View File

@@ -78,7 +78,7 @@ class spell_ex_5581 : public SpellScriptLoader
void HandleDummy(SpellEffIndex /*effIndex*/)
{
// we're handling SPELL_EFFECT_DUMMY in effIndex 0 here
sLog.outString("SPELL_EFFECT_DUMMY is executed on target!");
sLog->outString("SPELL_EFFECT_DUMMY is executed on target!");
// make caster cast a spell on a unit target of effect
if (Unit * target = GetHitUnit())
GetCaster()->CastSpell(target, SPELL_TRIGGERED, true);
@@ -86,17 +86,17 @@ class spell_ex_5581 : public SpellScriptLoader
void HandleBeforeHit()
{
sLog.outString("Spell is about to hit target!");
sLog->outString("Spell is about to hit target!");
}
void HandleOnHit()
{
sLog.outString("Spell just hit target!");
sLog->outString("Spell just hit target!");
}
void HandleAfterHit()
{
sLog.outString("Spell just finished hitting target!");
sLog->outString("Spell just finished hitting target!");
}
// register functions used in spell script - names of these functions do not matter
@@ -163,7 +163,7 @@ class spell_ex_66244 : public SpellScriptLoader
void HandleEffectApply(AuraEffect const * /*aurEff*/, AuraApplication const * aurApp, AuraEffectHandleModes /*mode*/)
{
sLog.outString("Aura Effect is about to be applied on target!");
sLog->outString("Aura Effect is about to be applied on target!");
Unit * target = aurApp->GetTarget();
// cast spell on target on aura apply
target->CastSpell(target, SPELL_TRIGGERED, true);
@@ -171,7 +171,7 @@ class spell_ex_66244 : public SpellScriptLoader
void HandleEffectRemove(AuraEffect const * /*aurEff*/, AuraApplication const * aurApp, AuraEffectHandleModes /*mode*/)
{
sLog.outString("Aura Effect is just removed on target!");
sLog->outString("Aura Effect is just removed on target!");
Unit * target = aurApp->GetTarget();
Unit * caster = GetCaster();
// caster may be not avalible (logged out for example)
@@ -183,7 +183,7 @@ class spell_ex_66244 : public SpellScriptLoader
void HandleEffectPeriodic(AuraEffect const * /*aurEff*/, AuraApplication const * aurApp)
{
sLog.outString("Perioidic Aura Effect is does a tick on target!");
sLog->outString("Perioidic Aura Effect is does a tick on target!");
Unit * target = aurApp->GetTarget();
// aura targets damage self on tick
target->DealDamage(target, 100);
@@ -191,14 +191,14 @@ class spell_ex_66244 : public SpellScriptLoader
void HandleEffectPeriodicUpdate(AuraEffect * aurEff)
{
sLog.outString("Perioidic Aura Effect is now updated!");
sLog->outString("Perioidic Aura Effect is now updated!");
// we're doubling aura amount every tick
aurEff->ChangeAmount(aurEff->GetAmount() * 2);
}
void HandleEffectCalcAmount(AuraEffect const * /*aurEff*/, int32 & amount, bool & canBeRecalculated)
{
sLog.outString("Amount of Aura Effect is being calculated now!");
sLog->outString("Amount of Aura Effect is being calculated now!");
// we're setting amount to 0
amount = 100;
// amount will be never recalculated due to applying passive aura
@@ -207,7 +207,7 @@ class spell_ex_66244 : public SpellScriptLoader
void HandleEffectCalcPeriodic(AuraEffect const * /*aurEff*/, bool & isPeriodic, int32 & amplitude)
{
sLog.outString("Periodic data of Aura Effect is being calculated now!");
sLog->outString("Periodic data of Aura Effect is being calculated now!");
// we're setting aura to be periodic and tick every 10 seconds
isPeriodic = true;
amplitude = 2 * IN_MILLISECONDS;
@@ -215,7 +215,7 @@ class spell_ex_66244 : public SpellScriptLoader
void HandleEffectCalcSpellMod(AuraEffect * const /*aurEff*/, SpellModifier *& spellMod)
{
sLog.outString("SpellMod data of Aura Effect is being calculated now!");
sLog->outString("SpellMod data of Aura Effect is being calculated now!");
// we don't want spellmod for example
if(spellMod)
{