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-rw-r--r--src/server/game/Battlefield/Battlefield.cpp18
-rw-r--r--src/server/scripts/Northrend/wintergrasp.cpp14
2 files changed, 16 insertions, 16 deletions
diff --git a/src/server/game/Battlefield/Battlefield.cpp b/src/server/game/Battlefield/Battlefield.cpp
index 085be81c98f..e72be15f68d 100644
--- a/src/server/game/Battlefield/Battlefield.cpp
+++ b/src/server/game/Battlefield/Battlefield.cpp
@@ -810,15 +810,15 @@ Creature *Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
}
//Create creature
- Creature* pCreature = new Creature;
- if (!pCreature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, PHASEMASK_NORMAL, entry, 0, team, x, y, z, o))
+ Creature* creature = new Creature;
+ if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, PHASEMASK_NORMAL, entry, 0, team, x, y, z, o))
{
sLog->outError("Can't create creature entry: %u", entry);
- delete pCreature;
+ delete creature;
return NULL;
}
- pCreature->SetHomePosition(x, y, z, o);
+ creature->SetHomePosition(x, y, z, o);
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
if (!cinfo)
@@ -827,14 +827,14 @@ Creature *Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
return NULL;
}
// force using DB speeds -- do we really need this?
- pCreature->SetSpeed(MOVE_WALK, cinfo->speed_walk);
- pCreature->SetSpeed(MOVE_RUN, cinfo->speed_run);
+ creature->SetSpeed(MOVE_WALK, cinfo->speed_walk);
+ creature->SetSpeed(MOVE_RUN, cinfo->speed_run);
// Set creature in world
- map->AddToMap(pCreature);
- pCreature->setActive(true);
+ map->AddToMap(creature);
+ creature->setActive(true);
- return pCreature;
+ return creature;
}
// Method for spawning gameobject on map
diff --git a/src/server/scripts/Northrend/wintergrasp.cpp b/src/server/scripts/Northrend/wintergrasp.cpp
index 345f2f6898b..fd09edd7b55 100644
--- a/src/server/scripts/Northrend/wintergrasp.cpp
+++ b/src/server/scripts/Northrend/wintergrasp.cpp
@@ -253,23 +253,23 @@ class go_wg_vehicle_teleporter : public GameObjectScript
if (uiCheckTimer <= diff)
{
for (uint8 i = 0; i < 4; i++)
- if (Creature* pVehicle = go->FindNearestCreature(Vehicules[i], 3.0f, true))
- if (!pVehicle->HasAura(SPELL_VEHICLE_TELEPORT))
+ if (Creature* vehicle = go->FindNearestCreature(Vehicules[i], 3.0f, true))
+ if (!vehicle->HasAura(SPELL_VEHICLE_TELEPORT))
{
- if (pVehicle->GetVehicle())
+ if (vehicle->GetVehicle())
{
- if (Unit* player = pVehicle->GetVehicle()->GetPassenger(0))
+ if (Unit* player = vehicle->GetVehicle()->GetPassenger(0))
{
uint32 gofaction = go->GetUInt32Value(GAMEOBJECT_FACTION);
uint32 plfaction = player->getFaction();
if (gofaction == plfaction)
{
- pVehicle->CastSpell(pVehicle, SPELL_VEHICLE_TELEPORT, true);
- if (Creature* TargetTeleport = pVehicle->FindNearestCreature(23472, 100.0f, true))
+ vehicle->CastSpell(vehicle, SPELL_VEHICLE_TELEPORT, true);
+ if (Creature* TargetTeleport = vehicle->FindNearestCreature(23472, 100.0f, true))
{
float x, y, z, o;
TargetTeleport->GetPosition(x, y, z, o);
- pVehicle->GetVehicle()->TeleportVehicle(x, y, z, o);
+ vehicle->GetVehicle()->TeleportVehicle(x, y, z, o);
}
}
}