*Fix 2 typo

--HG--
branch : trunk
This commit is contained in:
Blaymoira
2008-12-23 10:54:13 +01:00
parent cbe749aa20
commit cce6986e4f
4 changed files with 6 additions and 6 deletions

View File

@@ -347,7 +347,6 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI
if(!ChannelerList.empty())
{
Channelers.clear();
for(std::list<Creature*>::iterator itr = ChannelerList.begin(); itr != ChannelerList.end(); ++itr)
{
((mob_ashtongue_channelerAI*)(*itr)->AI())->ShadeGUID = m_creature->GetGUID();

View File

@@ -744,7 +744,7 @@ bool Creature::isCanTrainingOf(Player* pPlayer, bool msg) const
return true;
}
bool Creature::isCanIneractWithBattleMaster(Player* pPlayer, bool msg) const
bool Creature::isCanInteractWithBattleMaster(Player* pPlayer, bool msg) const
{
if(!isBattleMaster())
return false;
@@ -846,7 +846,7 @@ void Creature::prepareGossipMenu( Player *pPlayer,uint32 gossipid )
return;
break;
case GOSSIP_OPTION_BATTLEFIELD:
if(!isCanIneractWithBattleMaster(pPlayer,false))
if(!isCanInteractWithBattleMaster(pPlayer,false))
cantalking=false;
break;
case GOSSIP_OPTION_SPIRITGUIDE:
@@ -898,7 +898,7 @@ void Creature::prepareGossipMenu( Player *pPlayer,uint32 gossipid )
}
if(HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
{
isCanIneractWithBattleMaster(pPlayer,true); // output error message if need
isCanInteractWithBattleMaster(pPlayer,true); // output error message if need
}
}
}

View File

@@ -436,7 +436,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
bool HasReactState(ReactStates state) const { return (m_reactState == state); }
///// TODO RENAME THIS!!!!!
bool isCanTrainingOf(Player* player, bool msg) const;
bool isCanIneractWithBattleMaster(Player* player, bool msg) const;
bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
bool isCanTrainingAndResetTalentsOf(Player* pPlayer) const;
bool IsOutOfThreatArea(Unit* pVictim) const;
bool IsImmunedToSpell(SpellEntry const* spellInfo, bool useCharges = false);

View File

@@ -1783,7 +1783,8 @@ void SpellMgr::LoadSpellScriptTarget()
bar.step();
sLog.outString();
sLog.outErrorDb(">> Loaded 0 SpellScriptTarget. DB table `spell_script_target` is empty.");
sLog.outString( ">> Loaded 0 spell script target" );
sLog.outErrorDb("`spell_script_target` table is empty!");
return;
}