mirror of
https://github.com/mangosfour/server.git
synced 2025-12-13 13:37:05 +00:00
Fixed comment text and code indentifiers spelling.
GetFieldNames part provided by Paradox.
This commit is contained in:
parent
4957d9f335
commit
4476d483d4
16 changed files with 192 additions and 193 deletions
|
|
@ -62,7 +62,7 @@ GameObject::~GameObject()
|
|||
{
|
||||
if(m_uint32Values) // field array can be not exist if GameOBject not loaded
|
||||
{
|
||||
// crash possable at access to deleted GO in Unit::m_gameobj
|
||||
// crash possible at access to deleted GO in Unit::m_gameobj
|
||||
uint64 owner_guid = GetOwnerGUID();
|
||||
if(owner_guid)
|
||||
{
|
||||
|
|
@ -70,7 +70,7 @@ GameObject::~GameObject()
|
|||
if(owner)
|
||||
owner->RemoveGameObject(this,false);
|
||||
else if(!IS_PLAYER_GUID(owner_guid))
|
||||
sLog.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possable later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid));
|
||||
sLog.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possible later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -204,7 +204,7 @@ void GameObject::Update(uint32 /*p_time*/)
|
|||
((Player*)caster)->SendMessageToSet(&data,true);
|
||||
}
|
||||
|
||||
m_lootState = GO_READY; // can be succesfully open with some chance
|
||||
m_lootState = GO_READY; // can be successfully open with some chance
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
@ -281,7 +281,7 @@ void GameObject::Update(uint32 /*p_time*/)
|
|||
float radius = goInfo->trap.radius;
|
||||
if(!radius)
|
||||
{
|
||||
if(goInfo->trap.cooldown != 3) // cast in other case (at some triggring/linked go/etc explicit call)
|
||||
if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
|
||||
return;
|
||||
else
|
||||
{
|
||||
|
|
@ -480,7 +480,7 @@ void GameObject::getFishLoot(Loot *fishloot)
|
|||
void GameObject::SaveToDB()
|
||||
{
|
||||
// this should only be used when the gameobject has already been loaded
|
||||
// perferably after adding to map, because mapid may not be valid otherwise
|
||||
// preferably after adding to map, because mapid may not be valid otherwise
|
||||
GameObjectData const *data = objmgr.GetGOData(m_DBTableGuid);
|
||||
if(!data)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue