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[10449][PATCH] Fix typo's in skillname (SKILL_ENGINERING -> SKILL_ENGINEERING)


Guest Darkruler

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Description of the feature?

Fix typos in the engineering skillname (SKILL_ENGINERING -> SKILL_ENGINEERING)

For which repository revision was the patch created?

10447

Is there a thread in the bug report section or at lighthouse?

no

Who has been writing this patch?

me (Darkrulerz on github)

From 94d03fa8682a83935bb73477de87e63dbb73260c Mon Sep 17 00:00:00 2001
From: Dark <[email protected]>
Date: Sun, 5 Sep 2010 21:05:45 +0200
Subject: [PATCH] Fix typos (ENGINERING -> ENGINEERING)

Signed-off-by: Dark <[email protected]>
---
src/game/Creature.h       |    2 +-
src/game/SharedDefines.h  |    6 +++---
src/game/SpellEffects.cpp |   12 ++++++------
3 files changed, 10 insertions(+), 10 deletions(-)

diff --git a/src/game/Creature.h b/src/game/Creature.h
index 69d57e4..b2fb73c 100644
--- a/src/game/Creature.h
+++ b/src/game/Creature.h
@@ -141,7 +141,7 @@ struct CreatureInfo
        else if(type_flags & CREATURE_TYPEFLAGS_MININGLOOT)
            return SKILL_MINING;
        else if(type_flags & CREATURE_TYPEFLAGS_ENGINEERLOOT)
-            return SKILL_ENGINERING;
+            return SKILL_ENGINEERING;
        else
            return SKILL_SKINNING;                          // normal case
    }
diff --git a/src/game/SharedDefines.h b/src/game/SharedDefines.h
index 609981a..5a38653 100644
--- a/src/game/SharedDefines.h
+++ b/src/game/SharedDefines.h
@@ -2007,7 +2007,7 @@ enum QuestSort
    QUEST_SORT_ROGUE               = 162,
    QUEST_SORT_ALCHEMY             = 181,
    QUEST_SORT_LEATHERWORKING      = 182,
-    QUEST_SORT_ENGINERING          = 201,
+    QUEST_SORT_ENGINEERING          = 201,
    QUEST_SORT_TREASURE_MAP        = 221,
    QUEST_SORT_SUNKEN_TEMPLE_OLD   = 241,
    QUEST_SORT_HUNTER              = 261,
@@ -2109,7 +2109,7 @@ enum SkillType
    SKILL_PET_IMP                  = 188,
    SKILL_PET_FELHUNTER            = 189,
    SKILL_TAILORING                = 197,
-    SKILL_ENGINERING               = 202,
+    SKILL_ENGINEERING               = 202,
    SKILL_PET_SPIDER               = 203,
    SKILL_PET_VOIDWALKER           = 204,
    SKILL_PET_SUCCUBUS             = 205,
@@ -2229,7 +2229,7 @@ inline uint32 SkillByQuestSort(int32 QuestSort)
        case QUEST_SORT_BLACKSMITHING:  return SKILL_BLACKSMITHING;
        case QUEST_SORT_ALCHEMY:        return SKILL_ALCHEMY;
        case QUEST_SORT_LEATHERWORKING: return SKILL_LEATHERWORKING;
-        case QUEST_SORT_ENGINERING:     return SKILL_ENGINERING;
+        case QUEST_SORT_ENGINEERING:     return SKILL_ENGINEERING;
        case QUEST_SORT_TAILORING:      return SKILL_TAILORING;
        case QUEST_SORT_COOKING:        return SKILL_COOKING;
        case QUEST_SORT_FIRST_AID:      return SKILL_FIRST_AID;
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index f3dc552..aa0c162 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -3250,7 +3250,7 @@ void Spell::EffectHeal(SpellEffectIndex /*eff_idx*/)
        else if ((m_spellInfo->Id == 67486 || m_spellInfo->Id == 67489) && unitTarget->GetTypeId() == TYPEID_PLAYER)
        {
            Player* player = (Player*)unitTarget;
-            if (player->HasSkill(SKILL_ENGINERING))
+            if (player->HasSkill(SKILL_ENGINEERING))
                addhealth += int32(addhealth * 0.25);
        }

@@ -3556,7 +3556,7 @@ void Spell::EffectEnergize(SpellEffectIndex eff_idx)
            if (unitTarget->GetTypeId() == TYPEID_PLAYER)
            {
                Player* player = (Player*)unitTarget;
-                if (player->HasSkill(SKILL_ENGINERING))
+                if (player->HasSkill(SKILL_ENGINEERING))
                    damage += int32(damage * 0.25);
            }
            break;
@@ -4349,9 +4349,9 @@ void Spell::DoSummonWild(SpellEffectIndex eff_idx, uint32 forceFaction)
    if (m_caster->GetTypeId()==TYPEID_PLAYER && m_CastItem)
    {
        ItemPrototype const *proto = m_CastItem->GetProto();
-        if (proto && proto->RequiredSkill == SKILL_ENGINERING)
+        if (proto && proto->RequiredSkill == SKILL_ENGINEERING)
        {
-            uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINERING);
+            uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINEERING);
            if (skill202)
                level = skill202/5;
        }
@@ -4413,9 +4413,9 @@ void Spell::DoSummonGuardian(SpellEffectIndex eff_idx, uint32 forceFaction)
    if (m_caster->GetTypeId() == TYPEID_PLAYER && m_CastItem)
    {
        ItemPrototype const *proto = m_CastItem->GetProto();
-        if (proto && proto->RequiredSkill == SKILL_ENGINERING)
+        if (proto && proto->RequiredSkill == SKILL_ENGINEERING)
        {
-            uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINERING);
+            uint16 skill202 = ((Player*)m_caster)->GetSkillValue(SKILL_ENGINEERING);
            if (skill202)
            {
                level = skill202 / 5;
-- 
1.7.0.2.msysgit.0

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2 more patches with typo fixes

From f75158a1dba5ae4c440cf5ed5134f299708dc3ce Mon Sep 17 00:00:00 2001
From: Dark <[email protected]>
Date: Sun, 5 Sep 2010 21:14:39 +0200
Subject: [PATCH] EQUIPED -> EQUIPPED

Signed-off-by: Dark <[email protected]>
---
src/game/AchievementMgr.cpp |    6 +++---
src/game/AchievementMgr.h   |    4 ++--
src/game/ItemPrototype.h    |    2 +-
src/game/Player.cpp         |   10 +++++-----
src/game/Player.h           |    2 +-
src/game/StatSystem.cpp     |    2 +-
6 files changed, 13 insertions(+), 13 deletions(-)

diff --git a/src/game/AchievementMgr.cpp b/src/game/AchievementMgr.cpp
index 3ef1762..148b484 100644
--- a/src/game/AchievementMgr.cpp
+++ b/src/game/AchievementMgr.cpp
@@ -244,10 +244,10 @@ bool AchievementCriteriaRequirement::IsValid(AchievementCriteriaEntry const* cri
                return false;
            }
            return true;
-        case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL:
+        case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL:
            if(equipped_item.item_quality >= MAX_ITEM_QUALITY)
            {
-                sLog.outErrorDb( "Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM (%u) have unknown quality state in value1 (%u), ignore.",
+                sLog.outErrorDb( "Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM (%u) have unknown quality state in value1 (%u), ignore.",
                    criteria->ID, criteria->requiredType,requirementType,equipped_item.item_quality);
                return false;
            }
@@ -350,7 +350,7 @@ bool AchievementCriteriaRequirement::Meets(uint32 criteria_id, Player const* sou
            }
            return data->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1);
        }
-        case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL:
+        case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL:
        {
            Item* item = source->GetItemByPos(INVENTORY_SLOT_BAG_0,miscvalue1);
            if (!item)
diff --git a/src/game/AchievementMgr.h b/src/game/AchievementMgr.h
index 07ed0fa..3777114 100644
--- a/src/game/AchievementMgr.h
+++ b/src/game/AchievementMgr.h
@@ -62,7 +62,7 @@ enum AchievementCriteriaRequirementType
    ACHIEVEMENT_CRITERIA_REQUIRE_HOLIDAY             = 16,  // holiday_id     0             event in holiday time
    ACHIEVEMENT_CRITERIA_REQUIRE_BG_LOSS_TEAM_SCORE  = 17,  // min_score      max_score     player's team win bg and opposition team have team score in range
    ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT     = 18,  // 0              0             maker instance script call for check current criteria requirements fit
-    ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM_LVL  = 19,  // item_level     item_quality  fir equipped item in slot `misc1` to item level and quality
+    ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL = 19,  // item_level     item_quality  fir equipped item in slot `misc1` to item level and quality
};

#define MAX_ACHIEVEMENT_CRITERIA_REQUIREMENT_TYPE      20   // maximum value in AchievementCriteriaRequirementType enum
@@ -157,7 +157,7 @@ struct AchievementCriteriaRequirement
            uint32 max_score;
        } bg_loss_team_score;
        // ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT   = 18 (no data)
-        // ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPED_ITEM    = 19
+        // ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM   = 19
        struct
        {
            uint32 item_level;
diff --git a/src/game/ItemPrototype.h b/src/game/ItemPrototype.h
index d47879e..fde8ebe 100644
--- a/src/game/ItemPrototype.h
+++ b/src/game/ItemPrototype.h
@@ -93,7 +93,7 @@ enum ItemBondingType
{
    NO_BIND                                     = 0,
    BIND_WHEN_PICKED_UP                         = 1,
-    BIND_WHEN_EQUIPED                           = 2,
+    BIND_WHEN_EQUIPPED                          = 2,
    BIND_WHEN_USE                               = 3,
    BIND_QUEST_ITEM                             = 4,
    BIND_QUEST_ITEM1                            = 5         // not used in game
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 61e49cb..ee961bb 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -7240,7 +7240,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
            ApplyFeralAPBonus(feral_bonus, apply);
    }

-    if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
+    if(!IsUseEquippedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
        return;

    if (proto->Delay)
@@ -9046,7 +9046,7 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bo
    if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
        return NULL;

-    if (useable && !IsUseEquipedWeapon(attackType==BASE_ATTACK))
+    if (useable && !IsUseEquippedWeapon(attackType==BASE_ATTACK))
        return NULL;

    if (nonbroken && item->IsBroken())
@@ -10913,7 +10913,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo

        if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
            pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
-            (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
+            (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
            pItem->SetBinding( true );

        if (bag == INVENTORY_SLOT_BAG_0)
@@ -10959,7 +10959,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
    {
        if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
            pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
-            (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
+            (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
            pItem2->SetBinding( true );

        pItem2->SetCount( pItem2->GetCount() + count );
@@ -11152,7 +11152,7 @@ void Player::VisualizeItem( uint8 slot, Item *pItem)
        return;

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
-    if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
+    if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
        pItem->SetBinding( true );

    DEBUG_LOG( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
diff --git a/src/game/Player.h b/src/game/Player.h
index 8d47f75..09f299a 100644
--- a/src/game/Player.h
+++ b/src/game/Player.h
@@ -1341,7 +1341,7 @@ class MANGOS_DLL_SPEC Player : public Unit
        void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
        uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
        uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
-        bool IsUseEquipedWeapon( bool mainhand ) const
+        bool IsUseEquippedWeapon( bool mainhand ) const
        {
            // disarm applied only to mainhand weapon
            return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) );
diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp
index f6e30e1..0edbc3d 100644
--- a/src/game/StatSystem.cpp
+++ b/src/game/StatSystem.cpp
@@ -438,7 +438,7 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, fl
        weapon_mindamage = lvl*0.85f*att_speed;
        weapon_maxdamage = lvl*1.25f*att_speed;
    }
-    else if(!IsUseEquipedWeapon(attType==BASE_ATTACK))      //check if player not in form but still can't use weapon (broken/etc)
+    else if(!IsUseEquippedWeapon(attType==BASE_ATTACK))      //check if player not in form but still can't use weapon (broken/etc)
    {
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
-- 
1.7.0.2.msysgit.0

From a5b15c8b7c5a29a8d4247010898cbff2df4ae1f8 Mon Sep 17 00:00:00 2001
From: Dark <[email protected]>
Date: Sun, 5 Sep 2010 21:39:09 +0200
Subject: [PATCH] More typo fixes

Signed-off-by: Dark <[email protected]>
---
src/game/Guild.cpp |   60 ++++++++++++++++++++++++++--------------------------
1 files changed, 30 insertions(+), 30 deletions(-)

diff --git a/src/game/Guild.cpp b/src/game/Guild.cpp
index a8ad04f..2c06289 100644
--- a/src/game/Guild.cpp
+++ b/src/game/Guild.cpp
@@ -879,7 +879,7 @@ void Guild::LoadGuildEventLogFromDB()
        NewEvent.TimeStamp = fields[5].GetUInt64();

        // There can be a problem if more events have same TimeStamp the ORDER can be broken when fields[0].GetUInt32() == configCount, but
-        // events with same timestamp can appear when there is lag, and we naivly suppose that mangos isn't laggy
+        // events with same timestamp can appear when there is lag, and we naively suppose that mangos isn't laggy
        // but if problem appears, player will see set of guild events that have same timestamp in bad order

        // Add entry to list
@@ -1918,7 +1918,7 @@ void Guild::SendGuildBankTabText(WorldSession *session, uint8 TabId)
        BroadcastPacket(&data);
}

-void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplitedAmount )
+void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankTabDst, uint8 BankTabSlotDst, uint32 SplittedAmount )
{
    // empty operation
    if (BankTab == BankTabDst && BankTabSlot == BankTabSlotDst)
@@ -1928,10 +1928,10 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
    if (!pItemSrc)                                      // may prevent crash
        return;

-    if (SplitedAmount > pItemSrc->GetCount())
+    if (SplittedAmount > pItemSrc->GetCount())
        return;                                         // cheating?
-    else if (SplitedAmount == pItemSrc->GetCount())
-        SplitedAmount = 0;                              // no split
+    else if (SplittedAmount == pItemSrc->GetCount())
+        SplittedAmount = 0;                              // no split

    Item *pItemDst = GetItem(BankTabDst, BankTabSlotDst);

@@ -1947,17 +1947,17 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
            return;
    }

-    if (SplitedAmount)
+    if (SplittedAmount)
    {                                                   // Bank -> Bank item split (in empty or non empty slot
        GuildItemPosCountVec dest;
-        uint8 msg = CanStoreItem(BankTabDst, BankTabSlotDst, dest, SplitedAmount, pItemSrc, false);
+        uint8 msg = CanStoreItem(BankTabDst, BankTabSlotDst, dest, SplittedAmount, pItemSrc, false);
        if (msg != EQUIP_ERR_OK)
        {
            pl->SendEquipError( msg, pItemSrc, NULL );
            return;
        }

-        Item *pNewItem = pItemSrc->CloneItem( SplitedAmount );
+        Item *pNewItem = pItemSrc->CloneItem( SplittedAmount );
        if (!pNewItem)
        {
            pl->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pItemSrc, NULL );
@@ -1965,10 +1965,10 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
        }

        CharacterDatabase.BeginTransaction();
-        LogBankEvent(GUILD_BANK_LOG_MOVE_ITEM, BankTab, pl->GetGUIDLow(), pItemSrc->GetEntry(), SplitedAmount, BankTabDst);
+        LogBankEvent(GUILD_BANK_LOG_MOVE_ITEM, BankTab, pl->GetGUIDLow(), pItemSrc->GetEntry(), SplittedAmount, BankTabDst);

-        pl->ItemRemovedQuestCheck( pItemSrc->GetEntry(), SplitedAmount );
-        pItemSrc->SetCount( pItemSrc->GetCount() - SplitedAmount );
+        pl->ItemRemovedQuestCheck( pItemSrc->GetEntry(), SplittedAmount );
+        pItemSrc->SetCount( pItemSrc->GetCount() - SplittedAmount );
        pItemSrc->FSetState(ITEM_CHANGED);
        pItemSrc->SaveToDB();                               // not in inventory and can be save standalone
        StoreItem(BankTabDst, dest, pNewItem);
@@ -2034,7 +2034,7 @@ void Guild::SwapItems(Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 BankT
}


-void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 PlayerBag, uint8 PlayerSlot, uint32 SplitedAmount)
+void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 PlayerBag, uint8 PlayerSlot, uint32 SplittedAmount)
{
    Item *pItemBank = GetItem(BankTab, BankTabSlot);
    Item *pItemChar = pl->GetItemByPos(PlayerBag, PlayerSlot);
@@ -2042,14 +2042,14 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
    if (!pItemBank)                                     // Problem to get bank item
        return;

-    if (SplitedAmount > pItemBank->GetCount())
+    if (SplittedAmount > pItemBank->GetCount())
        return;                                         // cheating?
-    else if (SplitedAmount == pItemBank->GetCount())
-        SplitedAmount = 0;                              // no split
+    else if (SplittedAmount == pItemBank->GetCount())
+        SplittedAmount = 0;                              // no split

-    if (SplitedAmount)
+    if (SplittedAmount)
    {                                                   // Bank -> Char split to slot (patly move)
-        Item *pNewItem = pItemBank->CloneItem( SplitedAmount );
+        Item *pNewItem = pItemBank->CloneItem( SplittedAmount );
        if (!pNewItem)
        {
            pl->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pItemBank, NULL );
@@ -2074,9 +2074,9 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
        }

        CharacterDatabase.BeginTransaction();
-        LogBankEvent(GUILD_BANK_LOG_WITHDRAW_ITEM, BankTab, pl->GetGUIDLow(), pItemBank->GetEntry(), SplitedAmount);
+        LogBankEvent(GUILD_BANK_LOG_WITHDRAW_ITEM, BankTab, pl->GetGUIDLow(), pItemBank->GetEntry(), SplittedAmount);

-        pItemBank->SetCount(pItemBank->GetCount()-SplitedAmount);
+        pItemBank->SetCount(pItemBank->GetCount()-SplittedAmount);
        pItemBank->FSetState(ITEM_CHANGED);
        pItemBank->SaveToDB();                              // not in inventory and can be save standalone
        pl->MoveItemToInventory(dest, pNewItem, true);
@@ -2182,7 +2182,7 @@ void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, u
}


-void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot, uint8 BankTab, uint8 BankTabSlot, uint32 SplitedAmount )
+void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot, uint8 BankTab, uint8 BankTabSlot, uint32 SplittedAmount )
{
    Item *pItemBank = GetItem(BankTab, BankTabSlot);
    Item *pItemChar = pl->GetItemByPos(PlayerBag, PlayerSlot);
@@ -2200,22 +2200,22 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
    if (!IsMemberHaveRights(pl->GetGUIDLow(), BankTab, GUILD_BANK_RIGHT_DEPOSIT_ITEM))
        return;

-    if (SplitedAmount > pItemChar->GetCount())
+    if (SplittedAmount > pItemChar->GetCount())
        return;                                             // cheating?
-    else if (SplitedAmount == pItemChar->GetCount())
-        SplitedAmount = 0;                                  // no split
+    else if (SplittedAmount == pItemChar->GetCount())
+        SplittedAmount = 0;                                  // no split

-    if (SplitedAmount)
+    if (SplittedAmount)
    {                                                       // Char -> Bank split to empty or non-empty slot (partly move)
        GuildItemPosCountVec dest;
-        uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, SplitedAmount, pItemChar, false);
+        uint8 msg = CanStoreItem(BankTab, BankTabSlot, dest, SplittedAmount, pItemChar, false);
        if (msg != EQUIP_ERR_OK)
        {
            pl->SendEquipError( msg, pItemChar, NULL );
            return;
        }

-        Item *pNewItem = pItemChar->CloneItem( SplitedAmount );
+        Item *pNewItem = pItemChar->CloneItem( SplittedAmount );
        if (!pNewItem)
        {
            pl->SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pItemChar, NULL );
@@ -2227,14 +2227,14 @@ void Guild::MoveFromCharToBank( Player * pl, uint8 PlayerBag, uint8 PlayerSlot,
        {
            sLog.outCommand(pl->GetSession()->GetAccountId(),"GM %s (Account: %u) deposit item: %s (Entry: %d Count: %u) to guild bank (Guild ID: %u )",
                pl->GetName(),pl->GetSession()->GetAccountId(),
-                pItemChar->GetProto()->Name1, pItemChar->GetEntry(), SplitedAmount, m_Id);
+                pItemChar->GetProto()->Name1, pItemChar->GetEntry(), SplittedAmount, m_Id);
        }

        CharacterDatabase.BeginTransaction();
-        LogBankEvent(GUILD_BANK_LOG_DEPOSIT_ITEM, BankTab, pl->GetGUIDLow(), pItemChar->GetEntry(), SplitedAmount);
+        LogBankEvent(GUILD_BANK_LOG_DEPOSIT_ITEM, BankTab, pl->GetGUIDLow(), pItemChar->GetEntry(), SplittedAmount);

-        pl->ItemRemovedQuestCheck( pItemChar->GetEntry(), SplitedAmount );
-        pItemChar->SetCount(pItemChar->GetCount()-SplitedAmount);
+        pl->ItemRemovedQuestCheck( pItemChar->GetEntry(), SplittedAmount );
+        pItemChar->SetCount(pItemChar->GetCount()-SplittedAmount);
        pItemChar->SetState(ITEM_CHANGED);
        pl->SaveInventoryAndGoldToDB();
        StoreItem(BankTab, dest, pNewItem);
-- 
1.7.0.2.msysgit.0

didn't feel like making a new thread for those

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2 more patches with typo fixes

-void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 PlayerBag, uint8 PlayerSlot, uint32 SplitedAmount)
+void Guild::MoveFromBankToChar( Player * pl, uint8 BankTab, uint8 BankTabSlot, uint8 PlayerBag, uint8 PlayerSlot, uint32 SplittedAmount)

This is not correct. "Splitted" is not a word. http://wiki.answers.com/Q/Does_the_word_splitted_exist_in_the_english_language_or_slang It should be split.

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-    QUEST_SORT_ENGINERING          = 201,
+    QUEST_SORT_ENGINEERING          = 201,
    QUEST_SORT_TREASURE_MAP        = 221,

See normal format style break in result. Please, look at like cases because without this patch mostly low usable.

Using IDE i can in same easy way make global rename by self. So if you not fix style problemы at rename just providing

original -> newname pair make same work.

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