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Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp16
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())