[7362] Use IN_MILISECONDS where appropriate, other cleanups.

This commit is contained in:
VladimirMangos 2009-03-01 05:09:35 +03:00
parent cea44af521
commit 2b9eeb782e
22 changed files with 120 additions and 111 deletions

View file

@ -1450,7 +1450,7 @@ void Creature::setDeathState(DeathState s)
{
if((s == JUST_DIED && !m_isDeadByDefault)||(s == JUST_ALIVED && m_isDeadByDefault))
{
m_deathTimer = m_corpseDelay*1000;
m_deathTimer = m_corpseDelay*IN_MILISECONDS;
// always save boss respawn time at death to prevent crash cheating
if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss())
@ -1756,7 +1756,7 @@ void Creature::SaveRespawnTime()
if(m_respawnTime > time(NULL)) // dead (no corpse)
objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
else if(m_deathTimer > 0) // dead (corpse)
objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),time(NULL)+m_respawnDelay+m_deathTimer/1000);
objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),time(NULL)+m_respawnDelay+m_deathTimer/IN_MILISECONDS);
}
bool Creature::IsOutOfThreatArea(Unit* pVictim) const
@ -1877,7 +1877,7 @@ void Creature::AddCreatureSpellCooldown(uint32 spellid)
uint32 cooldown = GetSpellRecoveryTime(spellInfo);
if(cooldown)
_AddCreatureSpellCooldown(spellid, time(NULL) + cooldown/1000);
_AddCreatureSpellCooldown(spellid, time(NULL) + cooldown/IN_MILISECONDS);
if(spellInfo->Category)
_AddCreatureCategoryCooldown(spellInfo->Category, time(NULL));
@ -1896,7 +1896,7 @@ bool Creature::HasCategoryCooldown(uint32 spell_id) const
return true;
CreatureSpellCooldowns::const_iterator itr = m_CreatureCategoryCooldowns.find(spellInfo->Category);
return(itr != m_CreatureCategoryCooldowns.end() && time_t(itr->second + (spellInfo->CategoryRecoveryTime / 1000)) > time(NULL));
return(itr != m_CreatureCategoryCooldowns.end() && time_t(itr->second + (spellInfo->CategoryRecoveryTime / IN_MILISECONDS)) > time(NULL));
}
bool Creature::HasSpellCooldown(uint32 spell_id) const
@ -1925,7 +1925,7 @@ time_t Creature::GetRespawnTimeEx() const
if(m_respawnTime > now) // dead (no corpse)
return m_respawnTime;
else if(m_deathTimer > 0) // dead (corpse)
return now+m_respawnDelay+m_deathTimer/1000;
return now+m_respawnDelay+m_deathTimer/IN_MILISECONDS;
else
return now;
}
@ -1967,7 +1967,7 @@ void Creature::AllLootRemovedFromCorpse()
// corpse was not skinnable -> apply corpse looted timer
if (!cinfo || !cinfo->SkinLootId)
nDeathTimer = (uint32)((m_corpseDelay * 1000) * sWorld.getRate(RATE_CORPSE_DECAY_LOOTED));
nDeathTimer = (uint32)((m_corpseDelay * IN_MILISECONDS) * sWorld.getRate(RATE_CORPSE_DECAY_LOOTED));
// corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
else
nDeathTimer = 0;