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Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 202d01aa928..4b470428c1f 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -2009,7 +2009,7 @@ void Map::DelayedUpdate(const uint32 t_diff)
// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
- if (!IsBattleGroundOrArena())
+ if (!IsBattlegroundOrArena())
{
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
{
@@ -2598,25 +2598,25 @@ uint32 InstanceMap::GetMaxResetDelay() const
/* ******* Battleground Instance Maps ******* */
-BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode)
+BattlegroundMap::BattlegroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode)
: Map(id, expiry, InstanceId, spawnMode, _parent)
{
//lets initialize visibility distance for BG/Arenas
- BattleGroundMap::InitVisibilityDistance();
+ BattlegroundMap::InitVisibilityDistance();
}
-BattleGroundMap::~BattleGroundMap()
+BattlegroundMap::~BattlegroundMap()
{
}
-void BattleGroundMap::InitVisibilityDistance()
+void BattlegroundMap::InitVisibilityDistance()
{
//init visibility distance for BG/Arenas
m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas();
m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInBGArenas();
}
-bool BattleGroundMap::CanEnter(Player * player)
+bool BattlegroundMap::CanEnter(Player * player)
{
if (player->GetMapRef().getTarget() == this)
{
@@ -2625,7 +2625,7 @@ bool BattleGroundMap::CanEnter(Player * player)
return false;
}
- if (player->GetBattleGroundId() != GetInstanceId())
+ if (player->GetBattlegroundId() != GetInstanceId())
return false;
// player number limit is checked in bgmgr, no need to do it here
@@ -2633,7 +2633,7 @@ bool BattleGroundMap::CanEnter(Player * player)
return Map::CanEnter(player);
}
-bool BattleGroundMap::Add(Player * player)
+bool BattlegroundMap::Add(Player * player)
{
{
ACE_GUARD_RETURN(ACE_Thread_Mutex, guard, Lock, false);
@@ -2646,24 +2646,24 @@ bool BattleGroundMap::Add(Player * player)
return Map::Add(player);
}
-void BattleGroundMap::Remove(Player *player, bool remove)
+void BattlegroundMap::Remove(Player *player, bool remove)
{
sLog.outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName());
Map::Remove(player, remove);
}
-void BattleGroundMap::SetUnload()
+void BattlegroundMap::SetUnload()
{
m_unloadTimer = MIN_UNLOAD_DELAY;
}
-void BattleGroundMap::RemoveAllPlayers()
+void BattlegroundMap::RemoveAllPlayers()
{
if (HavePlayers())
for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
if (Player* plr = itr->getSource())
if (!plr->IsBeingTeleportedFar())
- plr->TeleportTo(plr->GetBattleGroundEntryPoint());
+ plr->TeleportTo(plr->GetBattlegroundEntryPoint());
}