mass replaced all methods to pascal case

This commit is contained in:
Tahir Akhlaq 2016-06-14 21:29:10 +01:00
parent ed0a0a58f7
commit 24f55139dd
179 changed files with 1585 additions and 1585 deletions

View file

@ -29,7 +29,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
actorInstanceList.Add(playerActor);
}
public void setConnection(int type, ClientConnection conn)
public void SetConnection(int type, ClientConnection conn)
{
conn.connType = type;
switch (type)
@ -43,55 +43,55 @@ namespace FFXIVClassic_Map_Server.dataobjects
}
}
public bool isClientConnectionsReady()
public bool IsClientConnectionsReady()
{
return (zoneConnection != null && chatConnection != null);
}
public void disconnect()
public void Disconnect()
{
zoneConnection.disconnect();
chatConnection.disconnect();
zoneConnection.Disconnect();
chatConnection.Disconnect();
}
public bool isDisconnected()
public bool IsDisconnected()
{
return (!zoneConnection.isConnected() && !chatConnection.isConnected());
return (!zoneConnection.IsConnected() && !chatConnection.IsConnected());
}
public void queuePacket(BasePacket basePacket)
public void QueuePacket(BasePacket basePacket)
{
zoneConnection.queuePacket(basePacket);
zoneConnection.QueuePacket(basePacket);
}
public void queuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
public void QueuePacket(SubPacket subPacket, bool isAuthed, bool isEncrypted)
{
zoneConnection.queuePacket(subPacket, isAuthed, isEncrypted);
zoneConnection.QueuePacket(subPacket, isAuthed, isEncrypted);
}
public Player getActor()
public Player GetActor()
{
return playerActor;
}
public void ping()
public void Ping()
{
lastPingPacket = Utils.UnixTimeStampUTC();
}
public bool checkIfDCing()
public bool CheckIfDCing()
{
uint currentTime = Utils.UnixTimeStampUTC();
if (currentTime - lastPingPacket >= 5000) //Show D/C flag
playerActor.setDCFlag(true);
playerActor.SetDCFlag(true);
else if (currentTime - lastPingPacket >= 30000) //DCed
return true;
else
playerActor.setDCFlag(false);
playerActor.SetDCFlag(false);
return false;
}
public void updatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
public void UpdatePlayerActorPosition(float x, float y, float z, float rot, ushort moveState)
{
playerActor.oldPositionX = playerActor.positionX;
playerActor.oldPositionY = playerActor.positionY;
@ -104,11 +104,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
playerActor.rotation = rot;
playerActor.moveState = moveState;
getActor().zone.updateActorPosition(getActor());
GetActor().zone.UpdateActorPosition(GetActor());
}
public void updateInstance(List<Actor> list)
public void UpdateInstance(List<Actor> list)
{
List<BasePacket> basePackets = new List<BasePacket>();
List<SubPacket> removeActorSubpackets = new List<SubPacket>();
@ -119,7 +119,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
{
if (!list.Contains(actorInstanceList[i]))
{
getActor().queuePacket(RemoveActorPacket.buildPacket(playerActor.actorId, actorInstanceList[i].actorId));
GetActor().QueuePacket(RemoveActorPacket.BuildPacket(playerActor.actorId, actorInstanceList[i].actorId));
actorInstanceList.RemoveAt(i);
}
}
@ -134,18 +134,18 @@ namespace FFXIVClassic_Map_Server.dataobjects
if (actorInstanceList.Contains(actor))
{
getActor().queuePacket(actor.createPositionUpdatePacket(playerActor.actorId));
GetActor().QueuePacket(actor.CreatePositionUpdatePacket(playerActor.actorId));
}
else
{
getActor().queuePacket(actor.getSpawnPackets(playerActor.actorId, 1));
getActor().queuePacket(actor.getInitPackets(playerActor.actorId));
getActor().queuePacket(actor.getSetEventStatusPackets(playerActor.actorId));
GetActor().QueuePacket(actor.GetSpawnPackets(playerActor.actorId, 1));
GetActor().QueuePacket(actor.GetInitPackets(playerActor.actorId));
GetActor().QueuePacket(actor.GetSetEventStatusPackets(playerActor.actorId));
actorInstanceList.Add(actor);
if (actor is Npc)
{
LuaEngine.doActorOnSpawn(getActor(), (Npc)actor);
LuaEngine.DoActorOnSpawn(GetActor(), (Npc)actor);
}
}
}
@ -153,7 +153,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
}
public void clearInstance()
public void ClearInstance()
{
actorInstanceList.Clear();
}