refactor(Core): rename namespaces and macros to acore (#2454)
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278 changed files with 1292 additions and 1309 deletions
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@ -378,8 +378,8 @@ void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
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Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
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{
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Unit* unit = NULL;
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Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
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Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
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acore::MostHPMissingInRange u_check(me, range, minHPDiff);
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acore::UnitLastSearcher<acore::MostHPMissingInRange> searcher(me, unit, u_check);
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me->VisitNearbyObject(range, searcher);
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return unit;
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@ -388,8 +388,8 @@ Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
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std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
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{
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std::list<Creature*> list;
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Trinity::FriendlyCCedInRange u_check(me, range);
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Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, list, u_check);
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acore::FriendlyCCedInRange u_check(me, range);
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acore::CreatureListSearcher<acore::FriendlyCCedInRange> searcher(me, list, u_check);
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me->VisitNearbyObject(range, searcher);
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return list;
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}
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@ -397,8 +397,8 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
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std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
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{
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std::list<Creature*> list;
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Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
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Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, list, u_check);
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acore::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
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acore::CreatureListSearcher<acore::FriendlyMissingBuffInRange> searcher(me, list, u_check);
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me->VisitNearbyObject(range, searcher);
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return list;
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}
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@ -407,13 +407,13 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
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{
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Player* player = NULL;
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CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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CellCoord pair(acore::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
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Cell cell(pair);
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cell.SetNoCreate();
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Trinity::PlayerAtMinimumRangeAway check(me, minimumRange);
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Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, player, check);
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TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
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acore::PlayerAtMinimumRangeAway check(me, minimumRange);
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acore::PlayerSearcher<acore::PlayerAtMinimumRangeAway> searcher(me, player, check);
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TypeContainerVisitor<acore::PlayerSearcher<acore::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
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cell.Visit(pair, visitor, *me->GetMap(), *me, minimumRange);
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