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https://github.com/mangosfour/server.git
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Various Cleanups (game F-K)
This commit is contained in:
parent
c5c09cee3c
commit
2bd41afb3e
44 changed files with 1903 additions and 1881 deletions
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@ -74,7 +74,7 @@ GameObject::~GameObject()
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void GameObject::AddToWorld()
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{
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///- Register the gameobject for guid lookup
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if(!IsInWorld())
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if (!IsInWorld())
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GetMap()->GetObjectsStore().insert<GameObject>(GetObjectGuid(), (GameObject*)this);
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Object::AddToWorld();
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@ -83,7 +83,7 @@ void GameObject::AddToWorld()
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void GameObject::RemoveFromWorld()
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{
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///- Remove the gameobject from the accessor
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if(IsInWorld())
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if (IsInWorld())
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{
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// Remove GO from owner
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if (ObjectGuid owner_guid = GetOwnerGuid())
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@ -93,7 +93,7 @@ void GameObject::RemoveFromWorld()
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else
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{
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sLog.outError("Delete %s with SpellId %u LinkedGO %u that lost references to owner %s GO list. Crash possible later.",
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GetGuidStr().c_str(), m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), owner_guid.GetString().c_str());
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GetGuidStr().c_str(), m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), owner_guid.GetString().c_str());
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}
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}
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@ -103,14 +103,14 @@ void GameObject::RemoveFromWorld()
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Object::RemoveFromWorld();
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}
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bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, QuaternionData rotation, uint8 animprogress, GOState go_state)
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bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, QuaternionData rotation, uint8 animprogress, GOState go_state)
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{
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MANGOS_ASSERT(map);
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Relocate(x,y,z,ang);
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SetMap(map);
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SetPhaseMask(phaseMask,false);
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if(!IsPositionValid())
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if (!IsPositionValid())
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{
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sLog.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates are invalid (X: %f Y: %f)",guidlow,name_id,x,y);
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return false;
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@ -137,7 +137,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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SetWorldRotation(rotation.x,rotation.y,rotation.z,rotation.w);
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// For most of gameobjects is (0, 0, 0, 1) quaternion, only some transports has not standart rotation
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if (const GameObjectDataAddon * addon = sGameObjectDataAddonStorage.LookupEntry<GameObjectDataAddon>(guidlow))
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if (const GameObjectDataAddon* addon = sGameObjectDataAddonStorage.LookupEntry<GameObjectDataAddon>(guidlow))
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SetTransportPathRotation(addon->path_rotation);
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else
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SetTransportPathRotation(QuaternionData(0,0,0,1));
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@ -182,7 +182,7 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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{
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case GO_NOT_READY:
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{
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switch(GetGoType())
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_TRAP:
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{
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@ -322,7 +322,7 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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if (ok)
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{
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Unit *caster = owner ? owner : ok;
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Unit* caster = owner ? owner : ok;
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caster->CastSpell(ok, goInfo->trap.spellId, true, NULL, NULL, GetObjectGuid());
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// use template cooldown if provided
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@ -336,7 +336,7 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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{
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//BattleGround gameobjects case
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if (((Player*)ok)->InBattleGround())
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if (BattleGround *bg = ((Player*)ok)->GetBattleGround())
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if (BattleGround* bg = ((Player*)ok)->GetBattleGround())
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bg->HandleTriggerBuff(GetObjectGuid());
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}
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}
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@ -355,7 +355,7 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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}
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case GO_ACTIVATED:
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{
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switch(GetGoType())
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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@ -483,10 +483,10 @@ void GameObject::Update(uint32 update_diff, uint32 p_time)
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void GameObject::Refresh()
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{
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// not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
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if(m_respawnTime > 0 && m_spawnedByDefault)
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if (m_respawnTime > 0 && m_spawnedByDefault)
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return;
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if(isSpawned())
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if (isSpawned())
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GetMap()->Add(this);
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}
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@ -514,7 +514,7 @@ void GameObject::Delete()
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AddObjectToRemoveList();
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}
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void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)
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void GameObject::getFishLoot(Loot* fishloot, Player* loot_owner)
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{
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fishloot->clear();
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@ -531,8 +531,8 @@ void GameObject::SaveToDB()
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{
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// this should only be used when the gameobject has already been loaded
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// preferably after adding to map, because mapid may not be valid otherwise
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GameObjectData const *data = sObjectMgr.GetGOData(GetGUIDLow());
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if(!data)
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GameObjectData const* data = sObjectMgr.GetGOData(GetGUIDLow());
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if (!data)
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{
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sLog.outError("GameObject::SaveToDB failed, cannot get gameobject data!");
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return;
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@ -543,7 +543,7 @@ void GameObject::SaveToDB()
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void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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{
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const GameObjectInfo *goI = GetGOInfo();
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const GameObjectInfo* goI = GetGOInfo();
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if (!goI)
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return;
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@ -571,22 +571,22 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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// updated in DB
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std::ostringstream ss;
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ss << "INSERT INTO gameobject VALUES ( "
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<< GetGUIDLow() << ", "
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<< GetEntry() << ", "
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<< mapid << ", "
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<< uint32(spawnMask) << "," // cast to prevent save as symbol
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<< uint16(GetPhaseMask()) << "," // prevent out of range error
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<< GetPositionX() << ", "
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<< GetPositionY() << ", "
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<< GetPositionZ() << ", "
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<< GetOrientation() << ", "
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<< m_worldRotation.x << ", "
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<< m_worldRotation.y << ", "
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<< m_worldRotation.z << ", "
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<< m_worldRotation.w << ", "
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<< m_respawnDelayTime << ", "
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<< uint32(GetGoAnimProgress()) << ", "
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<< uint32(GetGoState()) << ")";
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<< GetGUIDLow() << ", "
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<< GetEntry() << ", "
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<< mapid << ", "
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<< uint32(spawnMask) << "," // cast to prevent save as symbol
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<< uint16(GetPhaseMask()) << "," // prevent out of range error
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<< GetPositionX() << ", "
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<< GetPositionY() << ", "
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<< GetPositionZ() << ", "
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<< GetOrientation() << ", "
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<< m_worldRotation.x << ", "
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<< m_worldRotation.y << ", "
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<< m_worldRotation.z << ", "
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<< m_worldRotation.w << ", "
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<< m_respawnDelayTime << ", "
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<< uint32(GetGoAnimProgress()) << ", "
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<< uint32(GetGoState()) << ")";
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WorldDatabase.BeginTransaction();
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WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", GetGUIDLow());
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@ -594,11 +594,11 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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WorldDatabase.CommitTransaction();
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}
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bool GameObject::LoadFromDB(uint32 guid, Map *map)
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bool GameObject::LoadFromDB(uint32 guid, Map* map)
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{
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GameObjectData const* data = sObjectMgr.GetGOData(guid);
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if( !data )
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if (!data)
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{
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sLog.outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid);
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return false;
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@ -627,7 +627,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
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}
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else
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{
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if(data->spawntimesecs >= 0)
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if (data->spawntimesecs >= 0)
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{
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m_spawnedByDefault = true;
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m_respawnDelayTime = data->spawntimesecs;
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@ -656,7 +656,7 @@ struct GameObjectRespawnDeleteWorker
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{
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explicit GameObjectRespawnDeleteWorker(uint32 guid) : i_guid(guid) {}
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void operator() (MapPersistentState* state)
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void operator()(MapPersistentState* state)
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{
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state->SaveGORespawnTime(i_guid, 0);
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}
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@ -682,7 +682,7 @@ void GameObject::DeleteFromDB()
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WorldDatabase.PExecuteLog("DELETE FROM gameobject_battleground WHERE guid = '%u'", GetGUIDLow());
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}
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GameObjectInfo const *GameObject::GetGOInfo() const
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GameObjectInfo const* GameObject::GetGOInfo() const
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{
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return m_goInfo;
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}
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@ -693,7 +693,7 @@ GameObjectInfo const *GameObject::GetGOInfo() const
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bool GameObject::HasQuest(uint32 quest_id) const
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{
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QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestRelationsMapBounds(GetEntry());
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for(QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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{
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if (itr->second == quest_id)
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return true;
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@ -704,7 +704,7 @@ bool GameObject::HasQuest(uint32 quest_id) const
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bool GameObject::HasInvolvedQuest(uint32 quest_id) const
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{
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QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(GetEntry());
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for(QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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{
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if (itr->second == quest_id)
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return true;
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@ -715,8 +715,8 @@ bool GameObject::HasInvolvedQuest(uint32 quest_id) const
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bool GameObject::IsTransport() const
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{
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// If something is marked as a transport, don't transmit an out of range packet for it.
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GameObjectInfo const * gInfo = GetGOInfo();
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if(!gInfo) return false;
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GameObjectInfo const* gInfo = GetGOInfo();
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if (!gInfo) return false;
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return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT;
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}
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@ -727,29 +727,29 @@ Unit* GameObject::GetOwner() const
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void GameObject::SaveRespawnTime()
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{
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if(m_respawnTime > time(NULL) && m_spawnedByDefault)
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if (m_respawnTime > time(NULL) && m_spawnedByDefault)
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GetMap()->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), m_respawnTime);
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}
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bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
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{
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// Not in world
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if(!IsInWorld() || !u->IsInWorld())
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if (!IsInWorld() || !u->IsInWorld())
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return false;
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// invisible at client always
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if(!GetGOInfo()->displayId)
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if (!GetGOInfo()->displayId)
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return false;
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// Transport always visible at this step implementation
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if(IsTransport() && IsInMap(u))
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if (IsTransport() && IsInMap(u))
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return true;
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// quick check visibility false cases for non-GM-mode
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if(!u->isGameMaster())
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if (!u->isGameMaster())
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{
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// despawned and then not visible for non-GM in GM-mode
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if(!isSpawned())
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if (!isSpawned())
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return false;
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// special invisibility cases
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@ -763,19 +763,19 @@ bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoi
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// check distance
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return IsWithinDistInMap(viewPoint, GetMap()->GetVisibilityDistance() +
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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void GameObject::Respawn()
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{
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if(m_spawnedByDefault && m_respawnTime > 0)
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if (m_spawnedByDefault && m_respawnTime > 0)
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{
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m_respawnTime = time(NULL);
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GetMap()->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), 0);
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}
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}
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bool GameObject::ActivateToQuest(Player *pTarget) const
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bool GameObject::ActivateToQuest(Player* pTarget) const
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{
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// if GO is ReqCreatureOrGoN for quest
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if (pTarget->HasQuestForGO(GetEntry()))
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@ -784,7 +784,7 @@ bool GameObject::ActivateToQuest(Player *pTarget) const
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if (!sObjectMgr.IsGameObjectForQuests(GetEntry()))
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return false;
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switch(GetGoType())
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_QUESTGIVER:
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{
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@ -795,9 +795,9 @@ bool GameObject::ActivateToQuest(Player *pTarget) const
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QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestRelationsMapBounds(GetEntry());
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for(QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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{
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const Quest *qInfo = sObjectMgr.GetQuestTemplate(itr->second);
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const Quest* qInfo = sObjectMgr.GetQuestTemplate(itr->second);
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if (pTarget->CanTakeQuest(qInfo, false))
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return true;
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@ -805,10 +805,10 @@ bool GameObject::ActivateToQuest(Player *pTarget) const
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bounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(GetEntry());
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for(QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
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{
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if ((pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_INCOMPLETE || pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_COMPLETE)
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&& !pTarget->GetQuestRewardStatus(itr->second))
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&& !pTarget->GetQuestRewardStatus(itr->second))
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return true;
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}
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@ -824,7 +824,7 @@ bool GameObject::ActivateToQuest(Player *pTarget) const
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{
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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if (BattleGround *bg = pTarget->GetBattleGround())
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if (BattleGround* bg = pTarget->GetBattleGround())
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if (bg->GetTypeID() == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(),pTarget->GetTeam())))
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return false;
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return true;
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@ -864,7 +864,7 @@ void GameObject::SummonLinkedTrapIfAny()
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GameObject* linkedGO = new GameObject;
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if (!linkedGO->Create(GetMap()->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, GetMap(),
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GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()))
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GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()))
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{
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delete linkedGO;
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return;
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@ -942,10 +942,10 @@ void GameObject::ResetDoorOrButton()
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void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */)
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{
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if(m_lootState != GO_READY)
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if (m_lootState != GO_READY)
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return;
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if(!time_to_restore)
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if (!time_to_restore)
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time_to_restore = GetGOInfo()->GetAutoCloseTime();
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SwitchDoorOrButton(true,alternative);
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@ -956,12 +956,12 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
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void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false */)
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{
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if(activate)
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if (activate)
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SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
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else
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RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
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if(GetGoState() == GO_STATE_READY) //if closed -> open
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if (GetGoState() == GO_STATE_READY) //if closed -> open
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SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE);
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else //if open -> close
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SetGoState(GO_STATE_READY);
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@ -1103,7 +1103,7 @@ void GameObject::Use(Unit* user)
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// every slot will be on that straight line
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float orthogonalOrientation = GetOrientation() + M_PI_F * 0.5f;
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// find nearest slot
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for(uint32 i=0; i<info->chair.slots; ++i)
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for (uint32 i=0; i<info->chair.slots; ++i)
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{
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// the distance between this slot and the center of the go - imagine a 1D space
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float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);
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@ -1207,7 +1207,7 @@ void GameObject::Use(Unit* user)
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spellId = info->goober.spellId;
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// database may contain a dummy spell, so it need replacement by actually existing
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switch(spellId)
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switch (spellId)
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{
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case 34448: spellId = 26566; break;
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case 34452: spellId = 26572; break;
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@ -1523,7 +1523,7 @@ void GameObject::Use(Unit* user)
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if (player->CanUseBattleGroundObject())
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{
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// in battleground check
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BattleGround *bg = player->GetBattleGround();
|
||||
BattleGround* bg = player->GetBattleGround();
|
||||
if (!bg)
|
||||
return;
|
||||
// BG flag dropped
|
||||
|
|
@ -1535,7 +1535,7 @@ void GameObject::Use(Unit* user)
|
|||
GameObjectInfo const* info = GetGOInfo();
|
||||
if (info)
|
||||
{
|
||||
switch(info->id)
|
||||
switch (info->id)
|
||||
{
|
||||
case 179785: // Silverwing Flag
|
||||
case 179786: // Warsong Flag
|
||||
|
|
@ -1583,14 +1583,14 @@ void GameObject::Use(Unit* user)
|
|||
if (!spellId)
|
||||
return;
|
||||
|
||||
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
|
||||
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
|
||||
if (!spellInfo)
|
||||
{
|
||||
sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId, GetEntry(), GetGoType());
|
||||
return;
|
||||
}
|
||||
|
||||
Spell *spell = new Spell(spellCaster, spellInfo, triggered, GetObjectGuid());
|
||||
Spell* spell = new Spell(spellCaster, spellInfo, triggered, GetObjectGuid());
|
||||
|
||||
// spell target is user of GO
|
||||
SpellCastTargets targets;
|
||||
|
|
@ -1604,7 +1604,7 @@ const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
|
|||
{
|
||||
if (loc_idx >= 0)
|
||||
{
|
||||
GameObjectLocale const *cl = sObjectMgr.GetGameObjectLocale(GetEntry());
|
||||
GameObjectLocale const* cl = sObjectMgr.GetGameObjectLocale(GetEntry());
|
||||
if (cl)
|
||||
{
|
||||
if (cl->Name.size() > (size_t)loc_idx && !cl->Name[loc_idx].empty())
|
||||
|
|
@ -1622,7 +1622,8 @@ struct QuaternionCompressed
|
|||
QuaternionCompressed(int64 val) : m_raw(val) {}
|
||||
QuaternionCompressed(const Quat& quat) { Set(quat); }
|
||||
|
||||
enum{
|
||||
enum
|
||||
{
|
||||
PACK_COEFF_YZ = 1 << 20,
|
||||
PACK_COEFF_X = 1 << 21,
|
||||
};
|
||||
|
|
@ -1676,7 +1677,7 @@ void GameObject::SetTransportPathRotation(QuaternionData rotation)
|
|||
|
||||
void GameObject::SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
|
||||
{
|
||||
Quat quat( G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot) );
|
||||
Quat quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot));
|
||||
SetWorldRotation(quat.x, quat.y, quat.z, quat.w);
|
||||
}
|
||||
|
||||
|
|
@ -1698,8 +1699,8 @@ bool GameObject::IsHostileTo(Unit const* unit) const
|
|||
return true;
|
||||
|
||||
// faction base cases
|
||||
FactionTemplateEntry const*tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
|
||||
FactionTemplateEntry const*target_faction = unit->getFactionTemplateEntry();
|
||||
FactionTemplateEntry const* tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
|
||||
FactionTemplateEntry const* target_faction = unit->getFactionTemplateEntry();
|
||||
if (!tester_faction || !target_faction)
|
||||
return false;
|
||||
|
||||
|
|
@ -1741,8 +1742,8 @@ bool GameObject::IsFriendlyTo(Unit const* unit) const
|
|||
return false;
|
||||
|
||||
// faction base cases
|
||||
FactionTemplateEntry const*tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
|
||||
FactionTemplateEntry const*target_faction = unit->getFactionTemplateEntry();
|
||||
FactionTemplateEntry const* tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
|
||||
FactionTemplateEntry const* target_faction = unit->getFactionTemplateEntry();
|
||||
if (!tester_faction || !target_faction)
|
||||
return false;
|
||||
|
||||
|
|
@ -1877,7 +1878,7 @@ struct AddGameObjectToRemoveListInMapsWorker
|
|||
{
|
||||
AddGameObjectToRemoveListInMapsWorker(ObjectGuid guid) : i_guid(guid) {}
|
||||
|
||||
void operator() (Map* map)
|
||||
void operator()(Map* map)
|
||||
{
|
||||
if (GameObject* pGameobject = map->GetGameObject(i_guid))
|
||||
pGameobject->AddObjectToRemoveList();
|
||||
|
|
@ -1897,7 +1898,7 @@ struct SpawnGameObjectInMapsWorker
|
|||
SpawnGameObjectInMapsWorker(uint32 guid, GameObjectData const* data)
|
||||
: i_guid(guid), i_data(data) {}
|
||||
|
||||
void operator() (Map* map)
|
||||
void operator()(Map* map)
|
||||
{
|
||||
// Spawn if necessary (loaded grids only)
|
||||
if (map->IsLoaded(i_data->posX, i_data->posY))
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue