Core/Scripts: Fix some typos in a few scripts - thanks to Kierkegaard

Fixes issue 3443
Comment 3446 test if has been sorted now

--HG--
branch : trunk
This commit is contained in:
click
2010-08-17 10:44:41 +02:00
parent 05795303f4
commit feb71c4b7d
3 changed files with 6 additions and 6 deletions

View File

@@ -253,7 +253,7 @@ class npc_sinclari_vh : public CreatureScript
public:
npc_sinclari_vh() : CreatureScript("npc_sinclari_vh") { }
bool GossipSelect_npc_sinclari(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
{
switch(uiAction)
{
@@ -274,7 +274,7 @@ public:
return true;
}
bool GossipHello_npc_sinclari(Player* pPlayer, Creature* pCreature)
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
if (InstanceScript* pInstance = pCreature->GetInstanceScript())
{
@@ -543,7 +543,7 @@ class npc_teleportation_portal_vh : public CreatureScript
public:
npc_teleportation_portal_vh() : CreatureScript("npc_teleportation_portal_vh") { }
CreatureAI* GetAI_npc_teleportation_portal(Creature *pCreature) const
CreatureAI* GetAI(Creature *pCreature) const
{
return new npc_teleportation_portalAI(pCreature);
}

View File

@@ -1798,7 +1798,7 @@ public:
}
};
bool GossipSelect_npc_akama_at_illidan(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
{
if (uiAction == GOSSIP_ACTION_INFO_DEF) // Time to begin the Event
{
@@ -1808,7 +1808,7 @@ public:
return true;
}
bool GossipHello_npc_akama_at_illidan(Player* pPlayer, Creature* pCreature)
bool OnGossipHello(Player* pPlayer, Creature* pCreature)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF);
pPlayer->SEND_GOSSIP_MENU(10465, pCreature->GetGUID());

View File

@@ -211,7 +211,7 @@ class boss_laj : public CreatureScript
}
};
CreatureAI* GetAI_boss_laj(Creature* Creature) const
CreatureAI* GetAI(Creature* Creature) const
{
return new boss_lajAI (Creature);
}