diff options
Diffstat (limited to 'src/server/game/Instances/InstanceScript.h')
-rwxr-xr-x | src/server/game/Instances/InstanceScript.h | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/server/game/Instances/InstanceScript.h b/src/server/game/Instances/InstanceScript.h index 6943ff38c20..b6b9cc84d4f 100755 --- a/src/server/game/Instances/InstanceScript.h +++ b/src/server/game/Instances/InstanceScript.h @@ -135,7 +135,7 @@ class InstanceScript : public ZoneScript virtual void Initialize() {} //On load - virtual void Load(const char * data) { LoadBossState(data); } + virtual void Load(char const* data) { LoadBossState(data); } //When save is needed, this function generates the data virtual std::string GetSaveData() { return GetBossSaveData(); } @@ -149,30 +149,30 @@ class InstanceScript : public ZoneScript virtual bool IsEncounterInProgress() const; //Called when a player successfully enters the instance. - virtual void OnPlayerEnter(Player *) {} + virtual void OnPlayerEnter(Player* /*player*/) {} //Handle open / close objects //use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts //use HandleGameObject(GUID, boolen, NULL); in any other script - void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL); + void HandleGameObject(uint64 guid, bool open, GameObject* go = NULL); //change active state of doors or buttons - void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false); + void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false); //Respawns a GO having negative spawntimesecs in gameobject-table - void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE); + void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE); //sends world state update to all players in instance - void DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData); + void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue); // Send Notify to all players in instance - void DoSendNotifyToInstance(const char *format,...); + void DoSendNotifyToInstance(char const* format, ...); // Complete Achievement for all players in instance void DoCompleteAchievement(uint32 achievement); // Update Achievement Criteria for all players in instance - void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0); + void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1 = 0, uint32 miscvalue2 = 0, Unit* unit = NULL, uint32 time = 0); // Start/Stop Timed Achievement Criteria for all players in instance void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry); @@ -189,7 +189,7 @@ class InstanceScript : public ZoneScript virtual bool SetBossState(uint32 id, EncounterState state); EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; } - const BossBoundaryMap * GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; } + BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; } // Achievement criteria additional requirements check // NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType @@ -213,16 +213,16 @@ class InstanceScript : public ZoneScript protected: void SetBossNumber(uint32 number) { bosses.resize(number); } - void LoadDoorData(const DoorData *data); - void LoadMinionData(const MinionData *data); + void LoadDoorData(DoorData const* data); + void LoadMinionData(MinionData const* data); - void AddDoor(GameObject *door, bool add); - void AddMinion(Creature *minion, bool add); + void AddDoor(GameObject* door, bool add); + void AddMinion(Creature* minion, bool add); void UpdateDoorState(GameObject *door); void UpdateMinionState(Creature *minion, EncounterState state); - std::string LoadBossState(const char * data); + std::string LoadBossState(char const* data); std::string GetBossSaveData(); private: std::vector<BossInfo> bosses; |