diff --git a/src/MissionManager.cpp b/src/MissionManager.cpp index c77e775..25e4005 100644 --- a/src/MissionManager.cpp +++ b/src/MissionManager.cpp @@ -160,14 +160,14 @@ void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) { quitTask(sock, missionData->iTaskNum); } -void MissionManager::quitTask(CNSocket* sock, int32_t TaskNum) { +void MissionManager::quitTask(CNSocket* sock, int32_t taskNum) { INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response); Player* plr = PlayerManager::getPlayer(sock); // update player int i; for (i = 0; i < ACTIVE_MISSION_COUNT; i++) { - if (plr->tasks[i] == TaskNum) + if (plr->tasks[i] == taskNum) { plr->tasks[i] = 0; for (int j = 0; j < 3; j++) { @@ -181,7 +181,7 @@ void MissionManager::quitTask(CNSocket* sock, int32_t TaskNum) { // remove current mission plr->CurrentMissionID = 0; - TaskData& task = *Tasks[TaskNum]; + TaskData& task = *Tasks[taskNum]; // clean up quest items for (i = 0; i < 3; i++) { @@ -197,7 +197,7 @@ void MissionManager::quitTask(CNSocket* sock, int32_t TaskNum) { memset(&plr->QInven[j], 0, sizeof(sItemBase)); } - response.iTaskNum = TaskNum; + response.iTaskNum = taskNum; sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC)); } diff --git a/src/MissionManager.hpp b/src/MissionManager.hpp index 991622d..a6a27af 100644 --- a/src/MissionManager.hpp +++ b/src/MissionManager.hpp @@ -56,5 +56,5 @@ namespace MissionManager { void mobKilled(CNSocket *sock, int mobid); void saveMission(Player* player, int missionId); - void quitTask(CNSocket* sock, int32_t TaskNum); + void quitTask(CNSocket* sock, int32_t taskNum); } diff --git a/src/PlayerManager.hpp b/src/PlayerManager.hpp index 1fdd4d3..b67b7ac 100644 --- a/src/PlayerManager.hpp +++ b/src/PlayerManager.hpp @@ -50,7 +50,7 @@ namespace PlayerManager { void setSpecialPlayer(CNSocket* sock, CNPacketData* data); void heartbeatPlayer(CNSocket* sock, CNPacketData* data); void revivePlayer(CNSocket* sock, CNPacketData* data); - void exitGame(CNSocket* sock, CNPacketData* data); + void exitGame(CNSocket* sock, CNPacketData* data); void setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data); void changePlayerGuide(CNSocket *sock, CNPacketData *data);