refactor(Core/Object): getLevel() -> GetLevel() (#14122)

* refactor(Core/Object): getLevel() -> GetLevel()

* fix build and sneak some doxygen in

* codeSTLE

* codestyle
This commit is contained in:
Kitzunu
2022-12-31 17:39:23 +01:00
committed by GitHub
parent 089ce9eb41
commit 4870b14b1f
78 changed files with 326 additions and 314 deletions

View File

@@ -391,7 +391,8 @@ namespace lfg
void LFGMgr::InitializeLockedDungeons(Player* player, Group const* group)
{
ObjectGuid guid = player->GetGUID();
uint8 level = player->getLevel();
uint8 level = player->GetLevel();
uint8 expansion = player->GetSession()->Expansion();
LfgDungeonSet const& dungeons = GetDungeonsByRandom(0);
LfgLockMap lock;
@@ -1062,7 +1063,7 @@ namespace lfg
maxPower = (p->getPowerType() == POWER_RAGE || p->getPowerType() == POWER_RUNIC_POWER) ? p->GetMaxPower(p->getPowerType()) / 10 : p->GetMaxPower(p->getPowerType());
currInternalInfoMap[sitr->first] = RBInternalInfo(guid, sitr->second.comment, !groupGuid.IsEmpty(), groupGuid, sitr->second.roles, encounterMask, instanceGuid,
1, p->getLevel(), p->getClass(), p->getRace(), p->GetAverageItemLevel(),
1, p->GetLevel(), p->getClass(), p->getRace(), p->GetAverageItemLevel(),
talents, p->GetAreaId(), p->GetArmor(), (uint32)std::max<int32>(0, spellDamage), (uint32)std::max<int32>(0, spellHeal),
p->GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + static_cast<uint16>(CR_CRIT_MELEE)), p->GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + static_cast<uint16>(CR_CRIT_RANGED)), p->GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + static_cast<uint16>(CR_CRIT_SPELL)), std::max<float>(0.0f, mp5), std::max<float>(0.0f, mp5combat),
std::max<uint32>(baseAP, rangedAP), (uint32)p->GetStat(STAT_AGILITY), p->GetMaxHealth(), maxPower, p->GetDefenseSkillValue(),
@@ -2266,7 +2267,7 @@ namespace lfg
if (uint8 count = GetRandomPlayersCount(player->GetGUID()))
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS, count);
LfgReward const* reward = GetRandomDungeonReward(rDungeonId, player->getLevel());
LfgReward const* reward = GetRandomDungeonReward(rDungeonId, player->GetLevel());
if (!reward)
continue;