[Code Cleanup] Remove this-> in code where its implied (#2088)

This commit is contained in:
Chris Miles
2022-05-01 09:22:09 -05:00
committed by GitHub
parent b02008ec53
commit 5b4aeaa457
47 changed files with 1033 additions and 1033 deletions
+36 -36
View File
@@ -201,7 +201,7 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
}
this->rez_experience = 0;
rez_experience = 0;
UpdateEquipmentLight();
UpdateActiveLight();
@@ -529,10 +529,10 @@ false),
strcpy(corpse_name, in_charname);
strcpy(name, in_charname);
this->copper = in_copper;
this->silver = in_silver;
this->gold = in_gold;
this->platinum = in_plat;
copper = in_copper;
silver = in_silver;
gold = in_gold;
platinum = in_plat;
rez_experience = in_rezexp;
@@ -584,25 +584,25 @@ bool Corpse::Save() {
if (!is_corpse_changed)
return true;
uint32 tmp = this->CountItems();
uint32 tmp = CountItems();
uint32 tmpsize = sizeof(PlayerCorpse_Struct) + (tmp * sizeof(player_lootitem::ServerLootItem_Struct));
PlayerCorpse_Struct* dbpc = (PlayerCorpse_Struct*) new uchar[tmpsize];
memset(dbpc, 0, tmpsize);
dbpc->itemcount = tmp;
dbpc->size = this->size;
dbpc->size = size;
dbpc->locked = is_locked;
dbpc->copper = this->copper;
dbpc->silver = this->silver;
dbpc->gold = this->gold;
dbpc->plat = this->platinum;
dbpc->race = this->race;
dbpc->copper = copper;
dbpc->silver = silver;
dbpc->gold = gold;
dbpc->plat = platinum;
dbpc->race = race;
dbpc->class_ = class_;
dbpc->gender = gender;
dbpc->deity = deity;
dbpc->level = level;
dbpc->texture = this->texture;
dbpc->helmtexture = this->helmtexture;
dbpc->texture = texture;
dbpc->helmtexture = helmtexture;
dbpc->exp = rez_experience;
memcpy(&dbpc->item_tint.Slot, &item_tint.Slot, sizeof(dbpc->item_tint));
@@ -831,18 +831,18 @@ void Corpse::RemoveItemByID(uint32 item_id, int quantity) {
}
void Corpse::SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum) {
this->copper = in_copper;
this->silver = in_silver;
this->gold = in_gold;
this->platinum = in_platinum;
copper = in_copper;
silver = in_silver;
gold = in_gold;
platinum = in_platinum;
is_corpse_changed = true;
}
void Corpse::RemoveCash() {
this->copper = 0;
this->silver = 0;
this->gold = 0;
this->platinum = 0;
copper = 0;
silver = 0;
gold = 0;
platinum = 0;
is_corpse_changed = true;
}
@@ -892,10 +892,10 @@ bool Corpse::Process() {
Save();
player_corpse_depop = true;
corpse_db_id = 0;
LogDebug("Tagged [{}] player corpse has buried", this->GetName());
LogDebug("Tagged [{}] player corpse has buried", GetName());
}
else {
LogError("Unable to bury [{}] player corpse", this->GetName());
LogError("Unable to bury [{}] player corpse", GetName());
return true;
}
}
@@ -1302,7 +1302,7 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
}
}
}
if (parse->EventPlayer(EVENT_LOOT, client, export_string, 0, &args) != 0) {
prevent_loot = true;
}
@@ -1323,14 +1323,14 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
if (parse->EventItem(EVENT_LOOT, client, inst, this, export_string, 0) != 0) {
prevent_loot = true;
}
if (prevent_loot) {
lootitem->auto_loot = -1;
client->QueuePacket(app);
safe_delete(inst);
return;
}
// safe to ACK now
client->QueuePacket(app);
@@ -1366,7 +1366,7 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
if (item_data) {
/* Delete needs to be before RemoveItem because its deletes the pointer for
* item_data/bag_item_data */
database.DeleteItemOffCharacterCorpse(this->corpse_db_id, item_data->equip_slot,
database.DeleteItemOffCharacterCorpse(corpse_db_id, item_data->equip_slot,
item_data->item_id);
/* Delete Item Instance */
RemoveItem(item_data->lootslot);
@@ -1378,7 +1378,7 @@ void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
if (bag_item_data[i]) {
/* Delete needs to be before RemoveItem because its deletes the pointer for
* item_data/bag_item_data */
database.DeleteItemOffCharacterCorpse(this->corpse_db_id,
database.DeleteItemOffCharacterCorpse(corpse_db_id,
bag_item_data[i]->equip_slot,
bag_item_data[i]->item_id);
/* Delete Item Instance */
@@ -1438,8 +1438,8 @@ void Corpse::EndLoot(Client* client, const EQApplicationPacket* app) {
client->QueuePacket(outapp);
safe_delete(outapp);
this->being_looted_by = 0xFFFFFFFF;
if (this->IsEmpty())
being_looted_by = 0xFFFFFFFF;
if (IsEmpty())
Delete();
else
Save();
@@ -1547,7 +1547,7 @@ bool Corpse::HasItem(uint32 item_id) {
if (loot_item->item_id == item_id) {
return true;
}
}
}
return false;
}
@@ -1599,7 +1599,7 @@ uint16 Corpse::GetFirstSlotByItemID(uint32 item_id) {
bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) {
uint32 dist2 = 10000; // pow(100, 2);
if (!spell) {
if (this->GetCharID() == client->CharacterID()) {
if (GetCharID() == client->CharacterID()) {
if (IsLocked() && client->Admin() < AccountStatus::GMAdmin) {
client->Message(Chat::Red, "That corpse is locked by a GM.");
return false;
@@ -1668,12 +1668,12 @@ bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) {
void Corpse::CompleteResurrection(){
rez_experience = 0;
is_corpse_changed = true;
this->Save();
Save();
}
void Corpse::Spawn() {
auto app = new EQApplicationPacket;
this->CreateSpawnPacket(app, this);
CreateSpawnPacket(app, this);
entity_list.QueueClients(this, app);
safe_delete(app);
}
@@ -1833,7 +1833,7 @@ std::vector<int> Corpse::GetLootList() {
if (std::find(corpse_items.begin(), corpse_items.end(), loot_item->item_id) != corpse_items.end()) {
continue;
}
corpse_items.push_back(loot_item->item_id);
}
return corpse_items;