refactor(Core/Object): getLevel() -> GetLevel() (#14122)
* refactor(Core/Object): getLevel() -> GetLevel() * fix build and sneak some doxygen in * codeSTLE * codestyle
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78 changed files with 326 additions and 314 deletions
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@ -1916,10 +1916,10 @@ void GameObject::Use(Unit* user)
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return;
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//required lvl checks!
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uint8 level = player->getLevel();
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uint8 level = player->GetLevel();
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if (level < info->meetingstone.minLevel)
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return;
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level = targetPlayer->getLevel();
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level = targetPlayer->GetLevel();
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if (level < info->meetingstone.minLevel)
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return;
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@ -2107,7 +2107,7 @@ void GameObject::CastSpell(Unit* target, uint32 spellId)
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if (Unit* owner = GetOwner())
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{
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trigger->SetLevel(owner->getLevel(), false);
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trigger->SetLevel(owner->GetLevel(), false);
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trigger->SetFaction(owner->GetFaction());
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// needed for GO casts for proper target validation checks
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trigger->SetOwnerGUID(owner->GetGUID());
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