diff options
| author | visagalis <none@none> | 2008-11-14 16:28:45 -0600 |
|---|---|---|
| committer | visagalis <none@none> | 2008-11-14 16:28:45 -0600 |
| commit | d1e759479b3f31cccc270e40d3e6af13204eb627 (patch) | |
| tree | 59ff1f0ae9e3537bdcd1aba10141a83d18fb02ab /src/game/Player.cpp | |
| parent | eefcc9026b638ba1e114b208ce8f40e9d49bdf65 (diff) | |
[svn] *** Source: MaNGOS ***
* Fixed build extractor at Windows Vista. Author: Vladimir
* Fixed comment text and code indentifiers spelling. Author: Vladimir & Paradox.
* Access cached member lists in guild handlers instead of querying the DB. Author: Hunuza
* Small fixes in send/received packet and simple code cleanup also. Author: Vladimir
* Not output error at loading empty character_ticket table. Author: Vladimir
* Not reset display model at shapeshift aura remove if it not set at apply. Author: Arthorius
* Applied props to few files.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
| -rw-r--r-- | src/game/Player.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 7f3747ed1b8..8ec5b2fb52b 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -797,7 +797,7 @@ void Player::StopMirrorTimer(MirrorTimerType Type) GetSession()->SendPacket( &data ); } -void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage) +void Player::EnvironmentalDamage(uint64 guid, EnvironmentalDamageType type, uint32 damage) { WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21)); data << (uint64)guid; @@ -1544,7 +1544,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati if (isPossessedByPlayer()) ((Player*)GetCharmer())->RemovePossess(); - // The player was ported to another map and looses the duel immediatly. + // The player was ported to another map and looses the duel immediately. // We have to perform this check before the teleport, otherwise the // ObjectAccessor won't find the flag. if (duel && GetMapId()!=mapid) @@ -6690,7 +6690,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply) SetBaseWeaponDamage(attType, MAXDAMAGE, damage); } - if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND)) + if(!IsUseEquippedWeapon(slot==EQUIPMENT_SLOT_MAINHAND)) return; if (proto->Delay) @@ -8468,7 +8468,7 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) cons if(!useable) return item; - if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) ) + if( item->IsBroken() || !IsUseEquippedWeapon(attackType==BASE_ATTACK) ) return NULL; return item; @@ -10138,7 +10138,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM || - pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) ) + pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos) ) pItem->SetBinding( true ); if( bag == INVENTORY_SLOT_BAG_0 ) @@ -10184,7 +10184,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo { if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem2->GetProto()->Bonding == BIND_QUEST_ITEM || - pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) ) + pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos) ) pItem2->SetBinding( true ); pItem2->SetCount( pItem2->GetCount() + count ); @@ -10369,7 +10369,7 @@ void Player::VisualizeItem( uint8 slot, Item *pItem) return; // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) - if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) + if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) pItem->SetBinding( true ); sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry()); @@ -17331,7 +17331,7 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList) cons // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH) { - // if player is dead then he can't detect anyone in anycases + // if player is dead then he can't detect anyone in any cases //do not know what is the use of this detect // stealth and detected and visible for some seconds if(!isAlive()) |
