diff options
Diffstat (limited to 'src/game/BattleGroundAV.cpp')
-rw-r--r-- | src/game/BattleGroundAV.cpp | 298 |
1 files changed, 149 insertions, 149 deletions
diff --git a/src/game/BattleGroundAV.cpp b/src/game/BattleGroundAV.cpp index 4ab1cc3bb91..4a4e30ab329 100644 --- a/src/game/BattleGroundAV.cpp +++ b/src/game/BattleGroundAV.cpp @@ -51,7 +51,7 @@ const uint16 BattleGroundAV::GetBonusHonor(uint8 kills) //TODO: move this functi void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer) { - if(GetStatus() != STATUS_IN_PROGRESS) + if (GetStatus() != STATUS_IN_PROGRESS) return; BattleGround::HandleKillPlayer(player, killer); @@ -61,10 +61,10 @@ void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer) void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer) { sLog.outDebug("bg_av HandleKillUnit %i",unit->GetEntry()); - if(GetStatus() != STATUS_IN_PROGRESS) + if (GetStatus() != STATUS_IN_PROGRESS) return; uint32 entry = unit->GetEntry(); - if(entry == BG_AV_CreatureInfo[AV_NPC_A_BOSS][0]) + if (entry == BG_AV_CreatureInfo[AV_NPC_A_BOSS][0]) { CastSpellOnTeam(23658,HORDE); //this is a spell which finishes a quest where a player has to kill the boss RewardReputationToTeam(729,BG_AV_REP_BOSS,HORDE); @@ -78,9 +78,9 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer) RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_BOSS),ALLIANCE); EndBattleGround(ALLIANCE); } - else if(entry == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0]) + else if (entry == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0]) { - if(!m_CaptainAlive[0]) + if (!m_CaptainAlive[0]) { sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\""); return; @@ -93,13 +93,13 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer) for (uint8 i=0; i<=9; i++) SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+i,RESPAWN_IMMEDIATELY); Creature* creature = GetBGCreature(AV_CPLACE_HERALD); - if(creature) + if (creature) YellToAll(creature,GetTrinityString(LANG_BG_AV_A_CAPTAIN_DEAD),LANG_UNIVERSAL); } else if ( entry == BG_AV_CreatureInfo[AV_NPC_H_CAPTAIN][0] ) { - if(!m_CaptainAlive[1]) + if (!m_CaptainAlive[1]) { sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\""); return; @@ -112,7 +112,7 @@ void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer) for (uint8 i=0; i<=9; i++) SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_HORDE+i,RESPAWN_IMMEDIATELY); Creature* creature = GetBGCreature(AV_CPLACE_HERALD); - if(creature) + if (creature) YellToAll(creature,GetTrinityString(LANG_BG_AV_H_CAPTAIN_DEAD),LANG_UNIVERSAL); } else if ( entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_N_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_A_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_H_4][0]) @@ -135,7 +135,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player) case AV_QUEST_H_SCRAPS1: case AV_QUEST_H_SCRAPS2: m_Team_QuestStatus[team][0]+=20; - if(m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500) //25,50,75 turn ins + if (m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500) //25,50,75 turn ins { sLog.outDebug("BG_AV Quest %i completed starting with unit upgrading..",questid); for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i) @@ -151,21 +151,21 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player) case AV_QUEST_H_COMMANDER1: m_Team_QuestStatus[team][1]++; RewardReputationToTeam(team,1,player->GetTeam()); - if(m_Team_QuestStatus[team][1] == 30) + if (m_Team_QuestStatus[team][1] == 30) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); break; case AV_QUEST_A_COMMANDER2: case AV_QUEST_H_COMMANDER2: m_Team_QuestStatus[team][2]++; RewardReputationToTeam(team,1,player->GetTeam()); - if(m_Team_QuestStatus[team][2] == 60) + if (m_Team_QuestStatus[team][2] == 60) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); break; case AV_QUEST_A_COMMANDER3: case AV_QUEST_H_COMMANDER3: m_Team_QuestStatus[team][3]++; RewardReputationToTeam(team,1,player->GetTeam()); - if(m_Team_QuestStatus[team][1] == 120) + if (m_Team_QuestStatus[team][1] == 120) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); break; case AV_QUEST_A_BOSS1: @@ -174,46 +174,46 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player) case AV_QUEST_A_BOSS2: case AV_QUEST_H_BOSS2: m_Team_QuestStatus[team][4]++; - if(m_Team_QuestStatus[team][4] >= 200) + if (m_Team_QuestStatus[team][4] >= 200) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); break; case AV_QUEST_A_NEAR_MINE: case AV_QUEST_H_NEAR_MINE: m_Team_QuestStatus[team][5]++; - if(m_Team_QuestStatus[team][5] == 28) + if (m_Team_QuestStatus[team][5] == 28) { sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); - if(m_Team_QuestStatus[team][6] == 7) + if (m_Team_QuestStatus[team][6] == 7) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid); } break; case AV_QUEST_A_OTHER_MINE: case AV_QUEST_H_OTHER_MINE: m_Team_QuestStatus[team][6]++; - if(m_Team_QuestStatus[team][6] == 7) + if (m_Team_QuestStatus[team][6] == 7) { sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); - if(m_Team_QuestStatus[team][5] == 20) + if (m_Team_QuestStatus[team][5] == 20) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid); } break; case AV_QUEST_A_RIDER_HIDE: case AV_QUEST_H_RIDER_HIDE: m_Team_QuestStatus[team][7]++; - if(m_Team_QuestStatus[team][7] == 25) + if (m_Team_QuestStatus[team][7] == 25) { sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); - if(m_Team_QuestStatus[team][8] == 25) + if (m_Team_QuestStatus[team][8] == 25) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid); } break; case AV_QUEST_A_RIDER_TAME: case AV_QUEST_H_RIDER_TAME: m_Team_QuestStatus[team][8]++; - if(m_Team_QuestStatus[team][8] == 25) + if (m_Team_QuestStatus[team][8] == 25) { sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid); - if(m_Team_QuestStatus[team][7] == 25) + if (m_Team_QuestStatus[team][7] == 25) sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid); } break; @@ -231,14 +231,14 @@ void BattleGroundAV::UpdateScore(uint16 team, int16 points ) m_Team_Scores[teamindex] += points; UpdateWorldState(((teamindex==BG_TEAM_HORDE)?AV_Horde_Score:AV_Alliance_Score), m_Team_Scores[teamindex]); - if( points < 0) + if ( points < 0) { - if( m_Team_Scores[teamindex] < 1) + if ( m_Team_Scores[teamindex] < 1) { m_Team_Scores[teamindex]=0; EndBattleGround(((teamindex==BG_TEAM_HORDE)?ALLIANCE:HORDE)); } - else if(!m_IsInformedNearVictory[teamindex] && m_Team_Scores[teamindex] < SEND_MSG_NEAR_LOSE) + else if (!m_IsInformedNearVictory[teamindex] && m_Team_Scores[teamindex] < SEND_MSG_NEAR_LOSE) { SendMessageToAll(teamindex==BG_TEAM_HORDE?LANG_BG_AV_H_NEAR_LOSE:LANG_BG_AV_A_NEAR_LOSE, teamindex==BG_TEAM_HORDE ? CHAT_MSG_BG_SYSTEM_HORDE : CHAT_MSG_BG_SYSTEM_ALLIANCE); PlaySoundToAll(AV_SOUND_NEAR_VICTORY); @@ -274,7 +274,7 @@ Creature* BattleGroundAV::AddAVCreature(uint16 cinfoid, uint16 type) if ((isStatic && cinfoid>=10 && cinfoid<=14) || (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3) || (cinfoid >= AV_NPC_H_GRAVEDEFENSE0 && cinfoid <= AV_NPC_H_GRAVEDEFENSE3)))) { - if(!isStatic && ((cinfoid>=AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3) + if (!isStatic && ((cinfoid>=AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3) || (cinfoid >= AV_NPC_H_GRAVEDEFENSE0 && cinfoid <= AV_NPC_H_GRAVEDEFENSE3))) { CreatureData &data = objmgr.NewOrExistCreatureData(creature->GetDBTableGUIDLow()); @@ -299,28 +299,28 @@ void BattleGroundAV::Update(uint32 diff) { BattleGround::Update(diff); - if(GetStatus() == STATUS_IN_PROGRESS) + if (GetStatus() == STATUS_IN_PROGRESS) { for (uint8 i=0; i<=1; i++)//0=alliance, 1=horde { - if(!m_CaptainAlive[i]) + if (!m_CaptainAlive[i]) continue; - if(m_CaptainBuffTimer[i] > diff) + if (m_CaptainBuffTimer[i] > diff) m_CaptainBuffTimer[i] -= diff; else { - if(i==0) + if (i==0) { CastSpellOnTeam(AV_BUFF_A_CAPTAIN,ALLIANCE); Creature* creature = GetBGCreature(AV_CPLACE_MAX + 61); - if(creature) + if (creature) YellToAll(creature,LANG_BG_AV_A_CAPTAIN_BUFF,LANG_COMMON); } else { CastSpellOnTeam(AV_BUFF_H_CAPTAIN,HORDE); Creature* creature = GetBGCreature(AV_CPLACE_MAX + 59); //TODO: make the captains a dynamic creature - if(creature) + if (creature) YellToAll(creature,LANG_BG_AV_H_CAPTAIN_BUFF,LANG_ORCISH); } m_CaptainBuffTimer[i] = 120000 + urand(0,4)* 60000; //as far as i could see, the buff is randomly so i make 2minutes (thats the duration of the buff itself) + 0-4minutes TODO get the right times @@ -330,26 +330,26 @@ void BattleGroundAV::Update(uint32 diff) m_Mine_Timer -=diff; for (uint8 mine=0; mine <2; mine++) { - if(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE) + if (m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE) { - if( m_Mine_Timer <= 0) + if ( m_Mine_Timer <= 0) UpdateScore(m_Mine_Owner[mine],1); - if(m_Mine_Reclaim_Timer[mine] > diff) + if (m_Mine_Reclaim_Timer[mine] > diff) m_Mine_Reclaim_Timer[mine] -= diff; else{ //we don't need to set this timer to 0 cause this codepart wont get called when this thing is 0 ChangeMineOwner(mine,AV_NEUTRAL_TEAM); } } } - if( m_Mine_Timer <= 0) + if ( m_Mine_Timer <= 0) m_Mine_Timer=AV_MINE_TICK_TIMER; //this is at the end, cause we need to update both mines //looks for all timers of the nodes and destroy the building (for graveyards the building wont get destroyed, it goes just to the other team for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i) - if(m_Nodes[i].State == POINT_ASSAULTED) //maybe remove this + if (m_Nodes[i].State == POINT_ASSAULTED) //maybe remove this { - if(m_Nodes[i].Timer > diff) + if (m_Nodes[i].Timer > diff) m_Nodes[i].Timer -= diff; else EventPlayerDestroyedPoint( i); @@ -386,7 +386,7 @@ void BattleGroundAV::AddPlayer(Player *plr) //create score and add it to map, default values are set in constructor BattleGroundAVScore* sc = new BattleGroundAVScore; m_PlayerScores[plr->GetGUID()] = sc; - if(m_MaxLevel==0) + if (m_MaxLevel==0) m_MaxLevel=(plr->getLevel()%10 == 0)? plr->getLevel() : (plr->getLevel()-(plr->getLevel()%10))+10; //TODO: just look at the code \^_^/ --but queue-info should provide this information.. } @@ -399,9 +399,9 @@ void BattleGroundAV::EndBattleGround(uint32 winner) uint8 rep[2]={0,0}; //0=ally 1=horde for (BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) { - if(m_Nodes[i].State == POINT_CONTROLED) + if (m_Nodes[i].State == POINT_CONTROLED) { - if(m_Nodes[i].Owner == ALLIANCE) + if (m_Nodes[i].Owner == ALLIANCE) { rep[0] += BG_AV_REP_SURVIVING_TOWER; kills[0] += BG_AV_KILL_SURVIVING_TOWER; @@ -416,14 +416,14 @@ void BattleGroundAV::EndBattleGround(uint32 winner) for (int i=0; i<=1; i++) //0=ally 1=horde { - if(m_CaptainAlive[i]) + if (m_CaptainAlive[i]) { kills[i] += BG_AV_KILL_SURVIVING_CAPTAIN; rep[i] += BG_AV_REP_SURVIVING_CAPTAIN; } - if(rep[i] != 0) + if (rep[i] != 0) RewardReputationToTeam((i == 0)?730:729,rep[i],(i == 0)?ALLIANCE:HORDE); - if(kills[i] != 0) + if (kills[i] != 0) RewardHonorToTeam(GetBonusHonor(kills[i]),(i == 0)?ALLIANCE:HORDE); } @@ -433,7 +433,7 @@ void BattleGroundAV::EndBattleGround(uint32 winner) void BattleGroundAV::RemovePlayer(Player* plr,uint64 /*guid*/) { - if(!plr) + if (!plr) { sLog.outError("bg_AV no player at remove"); return; @@ -455,13 +455,13 @@ void BattleGroundAV::HandleAreaTrigger(Player *Source, uint32 Trigger) { case 95: case 2608: - if(Source->GetTeam() != ALLIANCE) + if (Source->GetTeam() != ALLIANCE) Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal"); else Source->LeaveBattleground(); break; case 2606: - if(Source->GetTeam() != HORDE) + if (Source->GetTeam() != HORDE) Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal"); else Source->LeaveBattleground(); @@ -488,7 +488,7 @@ void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value { BattleGroundScoreMap::iterator itr = m_PlayerScores.find(Source->GetGUID()); - if(itr == m_PlayerScores.end()) // player not found... + if (itr == m_PlayerScores.end()) // player not found... return; switch(type) @@ -532,11 +532,11 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node) UpdateNodeWorldState(node); uint32 owner = m_Nodes[node].Owner; - if( IsTower(node) ) + if ( IsTower(node) ) { uint8 tmp = node-BG_AV_NODES_DUNBALDAR_SOUTH; //despawn marshal - if(m_BgCreatures[AV_CPLACE_A_MARSHAL_SOUTH + tmp]) + if (m_BgCreatures[AV_CPLACE_A_MARSHAL_SOUTH + tmp]) DelCreature(AV_CPLACE_A_MARSHAL_SOUTH + tmp); else sLog.outError("BG_AV: playerdestroyedpoint: marshal %i doesn't exist",AV_CPLACE_A_MARSHAL_SOUTH + tmp); @@ -553,14 +553,14 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node) } else { - if( owner == ALLIANCE ) + if ( owner == ALLIANCE ) SpawnBGObject(object-11, RESPAWN_IMMEDIATELY); else SpawnBGObject(object+11, RESPAWN_IMMEDIATELY); SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY); SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_IMMEDIATELY); PopulateNode(node); - if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy + if (node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy { for (uint8 i = 0; i < 4; i++) { @@ -571,13 +571,13 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node) } //send a nice message to all :) char buf[256]; - if(IsTower(node)) + if (IsTower(node)) sprintf(buf, GetTrinityString(LANG_BG_AV_TOWER_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE) ); else sprintf(buf, GetTrinityString(LANG_BG_AV_GRAVE_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) :GetTrinityString(LANG_BG_AV_HORDE) ); Creature* creature = GetBGCreature(AV_CPLACE_HERALD); - if(creature) + if (creature) YellToAll(creature,buf,LANG_UNIVERSAL); } @@ -585,25 +585,25 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial) { //mine=0 northmine mine=1 southmin //changing the owner results in setting respawntim to infinite for current creatures, spawning new mine owners creatures and changing the chest-objects so that the current owning team can use them assert(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE); - if(team != ALLIANCE && team != HORDE) + if (team != ALLIANCE && team != HORDE) team = AV_NEUTRAL_TEAM; else PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD); - if(m_Mine_Owner[mine] == team && !initial) + if (m_Mine_Owner[mine] == team && !initial) return; m_Mine_PrevOwner[mine] = m_Mine_Owner[mine]; m_Mine_Owner[mine] = team; - if(!initial) + if (!initial) { sLog.outDebug("bg_av depopulating mine %i (0=north,1=south)",mine); - if(mine==AV_SOUTH_MINE) + if (mine==AV_SOUTH_MINE) for (uint16 i=AV_CPLACE_MINE_S_S_MIN; i <= AV_CPLACE_MINE_S_S_MAX; i++) - if( m_BgCreatures[i] ) + if ( m_BgCreatures[i] ) DelCreature(i); //TODO just set the respawntime to 999999 for (uint16 i=((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MIN:AV_CPLACE_MINE_S_1_MIN); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_3:AV_CPLACE_MINE_S_3); i++) - if( m_BgCreatures[i] ) + if ( m_BgCreatures[i] ) DelCreature(i); //TODO here also } SendMineWorldStates(mine); @@ -611,9 +611,9 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial) sLog.outDebug("bg_av populating mine %i (0=north,1=south)",mine); uint16 miner; //also neutral team exists.. after a big time, the neutral team tries to conquer the mine - if(mine==AV_NORTH_MINE) + if (mine==AV_NORTH_MINE) { - if(team == ALLIANCE) + if (team == ALLIANCE) miner = AV_NPC_N_MINE_A_1; else if (team == HORDE) miner = AV_NPC_N_MINE_H_1; @@ -623,7 +623,7 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial) else { uint16 cinfo; - if(team == ALLIANCE) + if (team == ALLIANCE) miner = AV_NPC_S_MINE_A_1; else if (team == HORDE) miner = AV_NPC_S_MINE_H_1; @@ -631,7 +631,7 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial) miner = AV_NPC_S_MINE_N_1; //vermin sLog.outDebug("spawning vermin"); - if(team == ALLIANCE) + if (team == ALLIANCE) cinfo = AV_NPC_S_MINE_A_3; else if (team == HORDE) cinfo = AV_NPC_S_MINE_H_3; @@ -651,18 +651,18 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial) // { //TODO: add gameobject-update code // } - if(team == ALLIANCE || team == HORDE) + if (team == ALLIANCE || team == HORDE) { m_Mine_Reclaim_Timer[mine]=AV_MINE_RECLAIM_TIMER; char buf[256]; sprintf(buf, GetTrinityString(LANG_BG_AV_MINE_TAKEN), GetTrinityString(( mine == AV_NORTH_MINE ) ? LANG_BG_AV_MINE_NORTH : LANG_BG_AV_MINE_SOUTH), ( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE)); Creature* creature = GetBGCreature(AV_CPLACE_HERALD); - if(creature) + if (creature) YellToAll(creature,buf,LANG_UNIVERSAL); } else { - if(mine==AV_SOUTH_MINE) //i think this gets called all the time + if (mine==AV_SOUTH_MINE) //i think this gets called all the time { Creature* creature = GetBGCreature(AV_CPLACE_MINE_S_3); YellToAll(creature,LANG_BG_AV_S_MINE_BOSS_CLAIMS,LANG_UNIVERSAL); @@ -673,9 +673,9 @@ void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial) bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId,uint32 team) { - if(GOId == BG_AV_OBJECTID_MINE_N) + if (GOId == BG_AV_OBJECTID_MINE_N) return (m_Mine_Owner[AV_NORTH_MINE]==team); - if(GOId == BG_AV_OBJECTID_MINE_S) + if (GOId == BG_AV_OBJECTID_MINE_S) return (m_Mine_Owner[AV_SOUTH_MINE]==team); return true; //cause it's no mine'object it is ok if this is true } @@ -687,7 +687,7 @@ void BattleGroundAV::PopulateNode(BG_AV_Nodes node) uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node ); uint32 creatureid; - if(IsTower(node)) + if (IsTower(node)) creatureid=(owner==ALLIANCE)?AV_NPC_A_TOWERDEFENSE:AV_NPC_H_TOWERDEFENSE; else { @@ -701,9 +701,9 @@ void BattleGroundAV::PopulateNode(BG_AV_Nodes node) else creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE3 : AV_NPC_H_GRAVEDEFENSE3; //spiritguide - if( m_BgCreatures[node] ) + if ( m_BgCreatures[node] ) DelCreature(node); - if( !AddSpiritGuide(node, BG_AV_CreaturePos[node][0], BG_AV_CreaturePos[node][1], BG_AV_CreaturePos[node][2], BG_AV_CreaturePos[node][3], owner)) + if ( !AddSpiritGuide(node, BG_AV_CreaturePos[node][0], BG_AV_CreaturePos[node][1], BG_AV_CreaturePos[node][2], BG_AV_CreaturePos[node][3], owner)) sLog.outError("AV: couldn't spawn spiritguide at node %i",node); } @@ -716,29 +716,29 @@ void BattleGroundAV::DePopulateNode(BG_AV_Nodes node) { uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node ); for (uint8 i=0; i<4; i++) - if( m_BgCreatures[c_place+i] ) + if ( m_BgCreatures[c_place+i] ) DelCreature(c_place+i); //spiritguide - if( !IsTower(node) && m_BgCreatures[node] ) + if ( !IsTower(node) && m_BgCreatures[node] ) DelCreature(node); } const BG_AV_Nodes BattleGroundAV::GetNodeThroughObject(uint32 object) { sLog.outDebug("bg_AV getnodethroughobject %i",object); - if( object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER ) + if ( object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER ) return BG_AV_Nodes(object); - if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_HUT ) + if ( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_HUT ) return BG_AV_Nodes(object - 11); - if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_WTOWER ) + if ( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_WTOWER ) return BG_AV_Nodes(object - 7); - if( object <= BG_AV_OBJECT_FLAG_C_H_STONEHEART_BUNKER ) + if ( object <= BG_AV_OBJECT_FLAG_C_H_STONEHEART_BUNKER ) return BG_AV_Nodes(object -22); - if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT ) + if ( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT ) return BG_AV_Nodes(object - 33); - if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ) + if ( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ) return BG_AV_Nodes(object - 29); - if( object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE ) + if ( object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE ) return BG_AV_NODES_SNOWFALL_GRAVE; sLog.outError("BattleGroundAV: ERROR! GetPlace got a wrong object :("); assert(false); @@ -748,29 +748,29 @@ const BG_AV_Nodes BattleGroundAV::GetNodeThroughObject(uint32 object) const uint32 BattleGroundAV::GetObjectThroughNode(BG_AV_Nodes node) { //this function is the counterpart to GetNodeThroughObject() sLog.outDebug("bg_AV GetObjectThroughNode %i",node); - if( m_Nodes[node].Owner == ALLIANCE ) + if ( m_Nodes[node].Owner == ALLIANCE ) { - if( m_Nodes[node].State == POINT_ASSAULTED ) + if ( m_Nodes[node].State == POINT_ASSAULTED ) { - if( node <= BG_AV_NODES_FROSTWOLF_HUT ) + if ( node <= BG_AV_NODES_FROSTWOLF_HUT ) return node+11; - if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER) + if ( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER) return node+7; } else if ( m_Nodes[node].State == POINT_CONTROLED ) - if( node <= BG_AV_NODES_STONEHEART_BUNKER ) + if ( node <= BG_AV_NODES_STONEHEART_BUNKER ) return node; } else if ( m_Nodes[node].Owner == HORDE ) { - if( m_Nodes[node].State == POINT_ASSAULTED ) - if( node <= BG_AV_NODES_STONEHEART_BUNKER ) + if ( m_Nodes[node].State == POINT_ASSAULTED ) + if ( node <= BG_AV_NODES_STONEHEART_BUNKER ) return node+22; else if ( m_Nodes[node].State == POINT_CONTROLED ) { - if( node <= BG_AV_NODES_FROSTWOLF_HUT ) + if ( node <= BG_AV_NODES_FROSTWOLF_HUT ) return node+33; - if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER) + if ( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER) return node+29; } } @@ -785,11 +785,11 @@ const uint32 BattleGroundAV::GetObjectThroughNode(BG_AV_Nodes node) void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj) { - if(GetStatus() != STATUS_IN_PROGRESS) + if (GetStatus() != STATUS_IN_PROGRESS) return; int32 object = GetObjectType(target_obj->GetGUID()); sLog.outDebug("BG_AV using gameobject %i with type %i",target_obj->GetEntry(),object); - if(object < 0) + if (object < 0) return; switch(target_obj->GetEntry()) { @@ -819,28 +819,28 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object) uint32 owner = m_Nodes[node].Owner; //maybe should name it prevowner uint32 team = player->GetTeam(); - if(owner == player->GetTeam() || m_Nodes[node].State != POINT_ASSAULTED) + if (owner == player->GetTeam() || m_Nodes[node].State != POINT_ASSAULTED) return; - if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) + if (m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) { //until snowfall doesn't belong to anyone it is better handled in assault-code assert(node == BG_AV_NODES_SNOWFALL_GRAVE); //currently the only neutral grave EventPlayerAssaultsPoint(player,object); return; } sLog.outDebug("player defends point object: %i node: %i",object,node); - if(m_Nodes[node].PrevOwner != team) + if (m_Nodes[node].PrevOwner != team) { sLog.outError("BG_AV: player defends point which doesn't belong to his team %i",node); return; } //spawn new go :) - if(m_Nodes[node].Owner == ALLIANCE) + if (m_Nodes[node].Owner == ALLIANCE) SpawnBGObject(object+22, RESPAWN_IMMEDIATELY); //spawn horde banner else SpawnBGObject(object-22, RESPAWN_IMMEDIATELY); //spawn alliance banner - if(!IsTower(node)) + if (!IsTower(node)) { SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY); SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(team)+3*node,RESPAWN_IMMEDIATELY); @@ -852,7 +852,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object) PopulateNode(node); UpdateNodeWorldState(node); - if(IsTower(node)) + if (IsTower(node)) { //spawn big flag+aura on top of tower SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY); @@ -860,7 +860,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object) SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY); SpawnBGObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY); } - else if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy + else if (node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy { for (uint8 i = 0; i < 4; i++) { @@ -872,11 +872,11 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object) char buf[256]; sprintf(buf, GetTrinityString(( IsTower(node) ) ? LANG_BG_AV_TOWER_DEFENDED : LANG_BG_AV_GRAVE_DEFENDED), GetNodeName(node),( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE)); Creature* creature = GetBGCreature(AV_CPLACE_HERALD); - if(creature) + if (creature) YellToAll(creature,buf,LANG_UNIVERSAL); //update the statistic for the defending player UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_DEFENDED : SCORE_GRAVEYARDS_DEFENDED, 1); - if(IsTower(node)) + if (IsTower(node)) PlaySoundToAll(AV_SOUND_BOTH_TOWER_DEFEND); else PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD); @@ -890,31 +890,31 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object) uint32 owner = m_Nodes[node].Owner; //maybe name it prevowner uint32 team = player->GetTeam(); sLog.outDebug("bg_av: player assaults point object %i node %i",object,node); - if(owner == team || team == m_Nodes[node].TotalOwner) + if (owner == team || team == m_Nodes[node].TotalOwner) return; //surely a gm used this object - if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall is a bit special in capping + it gets eyecandy stuff + if (node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall is a bit special in capping + it gets eyecandy stuff { - if(object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE) //initial capping + if (object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE) //initial capping { assert(owner == AV_NEUTRAL_TEAM && m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM); - if( team == ALLIANCE ) + if ( team == ALLIANCE ) SpawnBGObject(BG_AV_OBJECT_FLAG_C_A_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY); else SpawnBGObject(BG_AV_OBJECT_FLAG_C_H_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY); SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_IMMEDIATELY); //neutral aura spawn } - else if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) //recapping, when no team owns this node realy + else if (m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) //recapping, when no team owns this node realy { assert(m_Nodes[node].State != POINT_CONTROLED); - if(team == ALLIANCE) + if (team == ALLIANCE) SpawnBGObject(object-11, RESPAWN_IMMEDIATELY); else SpawnBGObject(object+11, RESPAWN_IMMEDIATELY); } //eyecandy uint32 spawn,despawn; - if(team == ALLIANCE) + if (team == ALLIANCE) { despawn = ( m_Nodes[node].State == POINT_ASSAULTED )?BG_AV_OBJECT_SNOW_EYECANDY_PH : BG_AV_OBJECT_SNOW_EYECANDY_H; spawn = BG_AV_OBJECT_SNOW_EYECANDY_PA; @@ -932,14 +932,14 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object) } //if snowfall gots capped it can be handled like all other graveyards - if( m_Nodes[node].TotalOwner != AV_NEUTRAL_TEAM) + if ( m_Nodes[node].TotalOwner != AV_NEUTRAL_TEAM) { assert(m_Nodes[node].Owner != AV_NEUTRAL_TEAM); - if(team == ALLIANCE) + if (team == ALLIANCE) SpawnBGObject(object-22, RESPAWN_IMMEDIATELY); else SpawnBGObject(object+22, RESPAWN_IMMEDIATELY); - if(IsTower(node)) + if (IsTower(node)) { //spawning/despawning of bigflag+aura SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY); SpawnBGObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY); @@ -953,16 +953,16 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object) SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_ONE_DAY); //teeamaura despawn // Those who are waiting to resurrect at this object are taken to the closest own object's graveyard std::vector<uint64> ghost_list = m_ReviveQueue[m_BgCreatures[node]]; - if( !ghost_list.empty() ) + if ( !ghost_list.empty() ) { Player *plr; WorldSafeLocsEntry const *ClosestGrave = NULL; for (std::vector<uint64>::iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr) { plr = objmgr.GetPlayer(*ghost_list.begin()); - if( !plr ) + if ( !plr ) continue; - if(!ClosestGrave) + if (!ClosestGrave) ClosestGrave = GetClosestGraveYard(plr); else plr->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation()); @@ -981,7 +981,7 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object) char buf[256]; sprintf(buf, ( IsTower(node) ) ? GetTrinityString(LANG_BG_AV_TOWER_ASSAULTED) : GetTrinityString(LANG_BG_AV_GRAVE_ASSAULTED), GetNodeName(node), ( team == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE )); Creature* creature = GetBGCreature(AV_CPLACE_HERALD); - if(creature) + if (creature) YellToAll(creature,buf,LANG_UNIVERSAL); //update the statistic for the assaulting player UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_ASSAULTED : SCORE_GRAVEYARDS_ASSAULTED, 1); @@ -1010,11 +1010,11 @@ void BattleGroundAV::FillInitialWorldStates(WorldPacket& data) data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,ALLIANCE)]) << uint32((m_Nodes[i].Owner == ALLIANCE && stateok)?1:0); data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,HORDE)]) << uint32((m_Nodes[i].Owner == HORDE && stateok)?1:0); } - if(m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == AV_NEUTRAL_TEAM) //cause neutral teams aren't handled generic + if (m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == AV_NEUTRAL_TEAM) //cause neutral teams aren't handled generic data << uint32(AV_SNOWFALL_N) << uint32(1); data << uint32(AV_Alliance_Score) << uint32(m_Team_Scores[0]); data << uint32(AV_Horde_Score) << uint32(m_Team_Scores[1]); - if(GetStatus() == STATUS_IN_PROGRESS){ //only if game started the teamscores are displayed + if (GetStatus() == STATUS_IN_PROGRESS){ //only if game started the teamscores are displayed data << uint32(AV_SHOW_A_SCORE) << uint32(1); data << uint32(AV_SHOW_H_SCORE) << uint32(1); } @@ -1032,18 +1032,18 @@ const uint8 BattleGroundAV::GetWorldStateType(uint8 state, uint16 team) //this i //neutral stuff cant get handled (currently its only snowfall) assert(team != AV_NEUTRAL_TEAM); //a_c a_a h_c h_a the positions in worldstate-array - if(team == ALLIANCE) + if (team == ALLIANCE) { - if(state==POINT_CONTROLED || state==POINT_DESTROYED) + if (state==POINT_CONTROLED || state==POINT_DESTROYED) return 0; - if(state==POINT_ASSAULTED) + if (state==POINT_ASSAULTED) return 1; } - if(team == HORDE) + if (team == HORDE) { - if(state==POINT_DESTROYED || state==POINT_CONTROLED) + if (state==POINT_DESTROYED || state==POINT_CONTROLED) return 2; - if(state==POINT_ASSAULTED) + if (state==POINT_ASSAULTED) return 3; } sLog.outError("BG_AV: should update a strange worldstate state:%i team:%i",state,team); @@ -1053,7 +1053,7 @@ const uint8 BattleGroundAV::GetWorldStateType(uint8 state, uint16 team) //this i void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node) { UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].State,m_Nodes[node].Owner)],1); - if(m_Nodes[node].PrevOwner == AV_NEUTRAL_TEAM) //currently only snowfall is supported as neutral node (i don't want to make an extra row (neutral states) in worldstatesarray just for one node + if (m_Nodes[node].PrevOwner == AV_NEUTRAL_TEAM) //currently only snowfall is supported as neutral node (i don't want to make an extra row (neutral states) in worldstatesarray just for one node UpdateWorldState(AV_SNOWFALL_N,0); else UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].PrevState,m_Nodes[node].PrevOwner)],0); @@ -1068,28 +1068,28 @@ void BattleGroundAV::SendMineWorldStates(uint32 mine) uint8 owner,prevowner,mine2; //those variables are needed to access the right worldstate in the BG_AV_MineWorldStates array mine2 = (mine==AV_NORTH_MINE)?0:1; - if(m_Mine_PrevOwner[mine] == ALLIANCE) + if (m_Mine_PrevOwner[mine] == ALLIANCE) prevowner = 0; - else if(m_Mine_PrevOwner[mine] == HORDE) + else if (m_Mine_PrevOwner[mine] == HORDE) prevowner = 2; else prevowner = 1; - if(m_Mine_Owner[mine] == ALLIANCE) + if (m_Mine_Owner[mine] == ALLIANCE) owner = 0; - else if(m_Mine_Owner[mine] == HORDE) + else if (m_Mine_Owner[mine] == HORDE) owner = 2; else owner = 1; UpdateWorldState(BG_AV_MineWorldStates[mine2][owner],1); - if( prevowner != owner) + if ( prevowner != owner) UpdateWorldState(BG_AV_MineWorldStates[mine2][prevowner],0); } WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player) { WorldSafeLocsEntry const* good_entry = NULL; - if( GetStatus() == STATUS_IN_PROGRESS) + if ( GetStatus() == STATUS_IN_PROGRESS) { // Is there any occupied node for this team? float mindist = 9999999.0f; @@ -1098,10 +1098,10 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player) if (m_Nodes[i].Owner != player->GetTeam() || m_Nodes[i].State != POINT_CONTROLED) continue; WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[i] ); - if( !entry ) + if ( !entry ) continue; float dist = (entry->x - player->GetPositionX())*(entry->x - player->GetPositionX())+(entry->y - player->GetPositionY())*(entry->y - player->GetPositionY()); - if( mindist > dist ) + if ( mindist > dist ) { mindist = dist; good_entry = entry; @@ -1109,7 +1109,7 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player) } } // If not, place ghost on starting location - if( !good_entry ) + if ( !good_entry ) good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[GetTeamIndexByTeamId(player->GetTeam())+7] ); return good_entry; @@ -1118,7 +1118,7 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player* player) bool BattleGroundAV::SetupBattleGround() { // Create starting objects - if( + if ( // alliance gates !AddObject(BG_AV_OBJECT_DOOR_A, BG_AV_OBJECTID_GATE_A, BG_AV_DoorPositons[0][0],BG_AV_DoorPositons[0][1],BG_AV_DoorPositons[0][2],BG_AV_DoorPositons[0][3],0,0,sin(BG_AV_DoorPositons[0][3]/2),cos(BG_AV_DoorPositons[0][3]/2),RESPAWN_IMMEDIATELY) // horde gates @@ -1131,9 +1131,9 @@ bool BattleGroundAV::SetupBattleGround() //spawn node-objects for (uint8 i = BG_AV_NODES_FIRSTAID_STATION ; i < BG_AV_NODES_MAX; ++i) { - if( i <= BG_AV_NODES_FROSTWOLF_HUT ) + if ( i <= BG_AV_NODES_FROSTWOLF_HUT ) { - if( !AddObject(i,BG_AV_OBJECTID_BANNER_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) + if ( !AddObject(i,BG_AV_OBJECTID_BANNER_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(i+11,BG_AV_OBJECTID_BANNER_CONT_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(i+33,BG_AV_OBJECTID_BANNER_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) @@ -1148,9 +1148,9 @@ bool BattleGroundAV::SetupBattleGround() } else //towers { - if( i <= BG_AV_NODES_STONEHEART_BUNKER ) //alliance towers + if ( i <= BG_AV_NODES_STONEHEART_BUNKER ) //alliance towers { - if( !AddObject(i,BG_AV_OBJECTID_BANNER_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) + if ( !AddObject(i,BG_AV_OBJECTID_BANNER_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_A,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY) || !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY) @@ -1163,7 +1163,7 @@ bool BattleGroundAV::SetupBattleGround() } else //horde towers { - if( !AddObject(i+7,BG_AV_OBJECTID_BANNER_CONT_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) + if ( !AddObject(i+7,BG_AV_OBJECTID_BANNER_CONT_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(i+29,BG_AV_OBJECTID_BANNER_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY) || !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY) || !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_H,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY) @@ -1176,7 +1176,7 @@ bool BattleGroundAV::SetupBattleGround() } for (uint8 j=0; j<=9; j++) //burning aura { - if(!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2),RESPAWN_ONE_DAY)) + if (!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2),RESPAWN_ONE_DAY)) { sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!5.%i",i); return false; @@ -1188,9 +1188,9 @@ bool BattleGroundAV::SetupBattleGround() { for (uint8 j=0; j<=9; j++) { - if(j<5) + if (j<5) { - if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_SMOKE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY)) + if (!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_SMOKE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY)) { sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!6.%i",i); return false; @@ -1198,7 +1198,7 @@ bool BattleGroundAV::SetupBattleGround() } else { - if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY)) + if (!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY)) { sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!7.%i",i); return false; @@ -1208,7 +1208,7 @@ bool BattleGroundAV::SetupBattleGround() } for (uint16 i= 0; i<=(BG_AV_OBJECT_MINE_SUPPLY_N_MAX-BG_AV_OBJECT_MINE_SUPPLY_N_MIN); i++) { - if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN+i,BG_AV_OBJECTID_MINE_N,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2),RESPAWN_ONE_DAY)) + if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN+i,BG_AV_OBJECTID_MINE_N,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2),RESPAWN_ONE_DAY)) { sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.5.%i",i); return false; @@ -1216,21 +1216,21 @@ bool BattleGroundAV::SetupBattleGround() } for (uint16 i= 0 ; i<=(BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN); i++) { - if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i,BG_AV_OBJECTID_MINE_S,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2),RESPAWN_ONE_DAY)) + if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i,BG_AV_OBJECTID_MINE_S,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2),RESPAWN_ONE_DAY)) { sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.6.%i",i); return false; } } - if(!AddObject(BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE, BG_AV_OBJECTID_BANNER_SNOWFALL_N ,BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][0],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][1],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][2],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3],0,0,sin(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), cos(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), RESPAWN_ONE_DAY)) + if (!AddObject(BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE, BG_AV_OBJECTID_BANNER_SNOWFALL_N ,BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][0],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][1],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][2],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3],0,0,sin(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), cos(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), RESPAWN_ONE_DAY)) { sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!8"); return false; } for (uint8 i = 0; i < 4; i++) { - if(!AddObject(BG_AV_OBJECT_SNOW_EYECANDY_A+i, BG_AV_OBJECTID_SNOWFALL_CANDY_A ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY) + if (!AddObject(BG_AV_OBJECT_SNOW_EYECANDY_A+i, BG_AV_OBJECTID_SNOWFALL_CANDY_A ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY) || !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PA+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PA ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY) || !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_H+i, BG_AV_OBJECTID_SNOWFALL_CANDY_H ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY) || !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PH+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PH ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)) @@ -1253,7 +1253,7 @@ bool BattleGroundAV::SetupBattleGround() SpawnBGObject(i, RESPAWN_IMMEDIATELY); for (i = BG_AV_OBJECT_FLAG_H_ICEBLOOD_GRAVE; i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ; i++){ SpawnBGObject(i, RESPAWN_IMMEDIATELY); - if(i<=BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT) + if (i<=BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT) SpawnBGObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+3*GetNodeThroughObject(i),RESPAWN_IMMEDIATELY); } for (i = BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_TFLAG_A_STONEHEART_BUNKER; i+=2) @@ -1275,7 +1275,7 @@ bool BattleGroundAV::SetupBattleGround() sLog.outDebug("BG_AV start poputlating nodes"); for (BG_AV_Nodes i= BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i ) { - if(m_Nodes[i].Owner) + if (m_Nodes[i].Owner) PopulateNode(i); } //all creatures which don't get despawned through the script are static @@ -1413,7 +1413,7 @@ void BattleGroundAV::ResetBGSubclass() m_Mine_Timer=AV_MINE_TICK_TIMER; for (uint16 i = 0; i < AV_CPLACE_MAX+AV_STATICCPLACE_MAX; i++) - if(m_BgCreatures[i]) + if (m_BgCreatures[i]) DelCreature(i); } |