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Diffstat (limited to 'src/server/game/Instances/InstanceScript.h')
-rwxr-xr-xsrc/server/game/Instances/InstanceScript.h28
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;