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[12019] Various changes
* Add some const correctness * Remove unused Unit::isHover() function * Help compiler optimize code from last commit (thx to vladimir)
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4 changed files with 7 additions and 8 deletions
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@ -2170,7 +2170,8 @@ bool Creature::HasSpellCooldown(uint32 spell_id) const
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uint8 Creature::getRace() const
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uint8 Creature::getRace() const
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{
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{
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return Unit::getRace() ? Unit::getRace() : GetCreatureModelRace(GetNativeDisplayId());
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uint8 race = Unit::getRace();
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return race ? race : GetCreatureModelRace(GetNativeDisplayId());
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}
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}
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bool Creature::IsInEvadeMode() const
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bool Creature::IsInEvadeMode() const
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@ -8625,7 +8625,7 @@ void Unit::TauntFadeOut(Unit *taunter)
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//======================================================================
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//======================================================================
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bool Unit::IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea)
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bool Unit::IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea) const
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{
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{
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MANGOS_ASSERT(pTarget && GetTypeId() == TYPEID_UNIT);
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MANGOS_ASSERT(pTarget && GetTypeId() == TYPEID_UNIT);
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@ -1387,7 +1387,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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bool IsIgnoreUnitState(SpellEntry const *spell, IgnoreUnitState ignoreState);
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bool IsIgnoreUnitState(SpellEntry const *spell, IgnoreUnitState ignoreState);
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bool isTargetableForAttack(bool inversAlive = false) const;
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bool isTargetableForAttack(bool inversAlive = false) const;
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bool isPassiveToHostile() { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE); }
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bool isPassiveToHostile() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE); }
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virtual bool IsInWater() const;
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virtual bool IsInWater() const;
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virtual bool IsUnderWater() const;
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virtual bool IsUnderWater() const;
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@ -1673,7 +1673,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void AddThreat(Unit* pVictim, float threat = 0.0f, bool crit = false, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NONE, SpellEntry const *threatSpell = NULL);
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void AddThreat(Unit* pVictim, float threat = 0.0f, bool crit = false, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NONE, SpellEntry const *threatSpell = NULL);
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float ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
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float ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
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void DeleteThreatList();
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void DeleteThreatList();
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bool IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea);
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bool IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea) const;
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bool SelectHostileTarget();
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bool SelectHostileTarget();
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void TauntApply(Unit* pVictim);
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void TauntApply(Unit* pVictim);
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void TauntFadeOut(Unit *taunter);
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void TauntFadeOut(Unit *taunter);
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@ -1845,8 +1845,6 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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float GetSpeedRate( UnitMoveType mtype ) const { return m_speed_rate[mtype]; }
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float GetSpeedRate( UnitMoveType mtype ) const { return m_speed_rate[mtype]; }
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void SetSpeedRate(UnitMoveType mtype, float rate, bool forced = false);
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void SetSpeedRate(UnitMoveType mtype, float rate, bool forced = false);
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bool isHover() const { return HasAuraType(SPELL_AURA_HOVER); }
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void KnockBackFrom(Unit* target, float horizontalSpeed, float verticalSpeed);
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void KnockBackFrom(Unit* target, float horizontalSpeed, float verticalSpeed);
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void _RemoveAllAuraMods();
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void _RemoveAllAuraMods();
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@ -1908,7 +1906,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void _SetAINotifyScheduled(bool on) { m_AINotifyScheduled = on;} // only for call from RelocationNotifyEvent code
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void _SetAINotifyScheduled(bool on) { m_AINotifyScheduled = on;} // only for call from RelocationNotifyEvent code
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void OnRelocated();
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void OnRelocated();
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bool IsLinkingEventTrigger() { return m_isCreatureLinkingTrigger; }
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bool IsLinkingEventTrigger() const { return m_isCreatureLinkingTrigger; }
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protected:
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protected:
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explicit Unit ();
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explicit Unit ();
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "12018"
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#define REVISION_NR "12019"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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