Core/AI: variable naming standarization

plus minimum codestyle changes
This commit is contained in:
ccrs
2019-05-15 01:33:55 +02:00
parent 7025b00656
commit 179c7da1fc
19 changed files with 329 additions and 296 deletions
@@ -40,9 +40,9 @@ enum Points
};
FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature),
m_uiUpdateFollowTimer(2500),
m_uiFollowState(STATE_FOLLOW_NONE),
m_pQuestForFollow(nullptr)
_updateFollowTimer(2500),
_followState(STATE_FOLLOW_NONE),
_questForFollow(nullptr)
{ }
void FollowerAI::AttackStart(Unit* who)
@@ -127,7 +127,7 @@ void FollowerAI::MoveInLineOfSight(Unit* who)
void FollowerAI::JustDied(Unit* /*killer*/)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !m_uiLeaderGUID || !m_pQuestForFollow)
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !_leaderGUID || !_questForFollow)
return;
/// @todo need a better check for quests with time limit.
@@ -138,16 +138,16 @@ void FollowerAI::JustDied(Unit* /*killer*/)
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
if (Player* member = groupRef->GetSource())
if (member->IsInMap(player))
member->FailQuest(m_pQuestForFollow->GetQuestId());
member->FailQuest(_questForFollow->GetQuestId());
}
else
player->FailQuest(m_pQuestForFollow->GetQuestId());
player->FailQuest(_questForFollow->GetQuestId());
}
}
void FollowerAI::JustAppeared()
{
m_uiFollowState = STATE_FOLLOW_NONE;
_followState = STATE_FOLLOW_NONE;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
@@ -189,7 +189,7 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->GetVictim())
{
if (m_uiUpdateFollowTimer <= uiDiff)
if (_updateFollowTimer <= uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
@@ -237,10 +237,10 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
return;
}
m_uiUpdateFollowTimer = 1000;
_updateFollowTimer = 1000;
}
else
m_uiUpdateFollowTimer -= uiDiff;
_updateFollowTimer -= uiDiff;
}
UpdateFollowerAI(uiDiff);
@@ -286,12 +286,12 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, Quest co
}
//set variables
m_uiLeaderGUID = player->GetGUID();
_leaderGUID = player->GetGUID();
if (factionForFollower)
me->SetFaction(factionForFollower);
m_pQuestForFollow = quest;
_questForFollow = quest;
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
@@ -306,12 +306,12 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, Quest co
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
TC_LOG_DEBUG("scripts", "FollowerAI start follow %s (%s)", player->GetName().c_str(), m_uiLeaderGUID.ToString().c_str());
TC_LOG_DEBUG("scripts", "FollowerAI start follow %s (%s)", player->GetName().c_str(), _leaderGUID.ToString().c_str());
}
Player* FollowerAI::GetLeaderForFollower()
{
if (Player* player = ObjectAccessor::GetPlayer(*me, m_uiLeaderGUID))
if (Player* player = ObjectAccessor::GetPlayer(*me, _leaderGUID))
{
if (player->IsAlive())
return player;
@@ -325,7 +325,7 @@ Player* FollowerAI::GetLeaderForFollower()
if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
{
TC_LOG_DEBUG("scripts", "FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = member->GetGUID();
_leaderGUID = member->GetGUID();
return member;
}
}