Scripts/BlackTemplate: Fix warnings vs2014 ctp (no support)

This commit is contained in:
Vincent-Michael
2014-07-11 19:40:46 +02:00
parent 6797d78c1b
commit b62ee5eea2

View File

@@ -95,32 +95,34 @@ public:
{
npc_wrathbone_flayerAI(Creature* creature) : ScriptedAI(creature)
{
instance = creature->GetInstanceScript();
_instance = creature->GetInstanceScript();
}
void Reset() override
{
events.ScheduleEvent(EVENT_GET_CHANNELERS, 3000);
enteredCombat = false;
_events.ScheduleEvent(EVENT_GET_CHANNELERS, 3000);
_enteredCombat = false;
_bloodmage.clear();
_deathshaper.clear();
}
void JustDied(Unit* /*killer*/) override { }
void EnterCombat(Unit* /*who*/) override
{
events.ScheduleEvent(EVENT_CLEAVE, 5000);
events.ScheduleEvent(EVENT_IGNORED, 7000);
enteredCombat = true;
_events.ScheduleEvent(EVENT_CLEAVE, 5000);
_events.ScheduleEvent(EVENT_IGNORED, 7000);
_enteredCombat = true;
}
void UpdateAI(uint32 diff) override
{
if (!enteredCombat)
if (!_enteredCombat)
{
events.Update(diff);
_events.Update(diff);
while (uint32 eventId = events.ExecuteEvent())
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
@@ -132,7 +134,7 @@ public:
if (!BloodMageList.empty())
for (std::list<Creature*>::const_iterator itr = BloodMageList.begin(); itr != BloodMageList.end(); ++itr)
{
bloodmage.push_back((*itr)->GetGUID());
_bloodmage.push_back((*itr)->GetGUID());
if ((*itr)->isDead())
(*itr)->Respawn();
}
@@ -143,26 +145,26 @@ public:
if (!DeathShaperList.empty())
for (std::list<Creature*>::const_iterator itr = DeathShaperList.begin(); itr != DeathShaperList.end(); ++itr)
{
deathshaper.push_back((*itr)->GetGUID());
_deathshaper.push_back((*itr)->GetGUID());
if ((*itr)->isDead())
(*itr)->Respawn();
}
events.ScheduleEvent(EVENT_SET_CHANNELERS, 3000);
_events.ScheduleEvent(EVENT_SET_CHANNELERS, 3000);
break;
}
case EVENT_SET_CHANNELERS:
{
for (std::list<uint64>::const_iterator itr = bloodmage.begin(); itr != bloodmage.end(); ++itr)
if (Creature* bloodmage = (ObjectAccessor::GetCreature(*me, *itr)))
for (uint64 guid : _bloodmage)
if (Creature* bloodmage = ObjectAccessor::GetCreature(*me, guid))
bloodmage->CastSpell((Unit*)NULL, SPELL_SUMMON_CHANNEL);
for (std::list<uint64>::const_iterator itr = deathshaper.begin(); itr != deathshaper.end(); ++itr)
if (Creature* deathshaper = (ObjectAccessor::GetCreature(*me, *itr)))
for (uint64 guid : _deathshaper)
if (Creature* deathshaper = ObjectAccessor::GetCreature(*me, guid))
deathshaper->CastSpell((Unit*)NULL, SPELL_SUMMON_CHANNEL);
events.ScheduleEvent(EVENT_SET_CHANNELERS, 12000);
_events.ScheduleEvent(EVENT_SET_CHANNELERS, 12000);
break;
}
@@ -175,20 +177,20 @@ public:
if (!UpdateVictim())
return;
events.Update(diff);
_events.Update(diff);
while (uint32 eventId = events.ExecuteEvent())
while (uint32 eventId = _events.ExecuteEvent())
{
switch (eventId)
{
case EVENT_CLEAVE:
DoCastVictim(SPELL_CLEAVE);
events.ScheduleEvent(EVENT_CLEAVE, urand (1000, 2000));
_events.ScheduleEvent(EVENT_CLEAVE, urand (1000, 2000));
break;
case EVENT_IGNORED:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0))
DoCast(target, SPELL_IGNORED);
events.ScheduleEvent(EVENT_IGNORED, 10000);
_events.ScheduleEvent(EVENT_IGNORED, 10000);
break;
default:
break;
@@ -198,12 +200,12 @@ public:
}
private:
InstanceScript* instance;
EventMap events;
std::list<uint64> bloodmage;
std::list<uint64> deathshaper;
bool enteredCombat;
};
InstanceScript* _instance;
EventMap _events;
std::list<uint64> _bloodmage;
std::list<uint64> _deathshaper;
bool _enteredCombat;
};
CreatureAI* GetAI(Creature* creature) const override
{