[Build] Most errors fixed

This commit is contained in:
Antz 2015-02-07 22:46:39 +00:00 committed by Antz
parent 868302dd0b
commit 778052084e
70 changed files with 619 additions and 602 deletions

View file

@ -932,7 +932,7 @@ void Player::StopMirrorTimer(MirrorTimerType Type)
uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
if (!isAlive() || isGameMaster())
if (!IsAlive() || isGameMaster())
return 0;
// Absorb, resist some environmental damage type
@ -957,7 +957,7 @@ uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
if (!isAlive())
if (!IsAlive())
{
if (type == DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
{
@ -984,7 +984,7 @@ int32 Player::getMaxTimer(MirrorTimerType timer)
return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_MAX) * IN_MILLISECONDS;
case BREATH_TIMER:
{
if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) ||
if (!IsAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) ||
GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_GMLEVEL))
return DISABLED_MIRROR_TIMER;
int32 UnderWaterTime = sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_MAX) * IN_MILLISECONDS;
@ -995,7 +995,7 @@ int32 Player::getMaxTimer(MirrorTimerType timer)
}
case FIRE_TIMER:
{
if (!isAlive() || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL))
if (!IsAlive() || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL))
return DISABLED_MIRROR_TIMER;
return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_MAX) * IN_MILLISECONDS;
}
@ -1047,7 +1047,7 @@ void Player::HandleDrowning(uint32 time_diff)
int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
// Need breath regen
m_MirrorTimer[BREATH_TIMER] += 10 * time_diff;
if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !IsAlive())
StopMirrorTimer(BREATH_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
@ -1069,7 +1069,7 @@ void Player::HandleDrowning(uint32 time_diff)
if (m_MirrorTimer[FATIGUE_TIMER] < 0)
{
m_MirrorTimer[FATIGUE_TIMER] += 2 * IN_MILLISECONDS;
if (isAlive()) // Calculate and deal damage
if (IsAlive()) // Calculate and deal damage
{
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel() - 1);
EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
@ -1085,7 +1085,7 @@ void Player::HandleDrowning(uint32 time_diff)
{
int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
m_MirrorTimer[FATIGUE_TIMER] += 10 * time_diff;
if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !IsAlive())
StopMirrorTimer(FATIGUE_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER)
SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
@ -1331,7 +1331,7 @@ void Player::Update(uint32 update_diff, uint32 p_time)
m_timeSyncTimer -= update_diff;
}
if (isAlive())
if (IsAlive())
{
if (!HasAuraType(SPELL_AURA_STOP_NATURAL_MANA_REGEN))
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
@ -1418,7 +1418,7 @@ void Player::SetDeathState(DeathState s)
{
uint32 ressSpellId = 0;
bool cur = isAlive();
bool cur = IsAlive();
if (s == JUST_DIED && cur)
{
@ -1456,7 +1456,7 @@ void Player::SetDeathState(DeathState s)
if (s == JUST_DIED && cur && ressSpellId)
SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
if (isAlive() && !cur)
if (IsAlive() && !cur)
{
// clear aura case after resurrection by another way (spells will be applied before next death)
SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
@ -2072,11 +2072,11 @@ void Player::RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacke
void Player::RegenerateAll(uint32 diff)
{
// Not in combat or they have regeneration
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() || m_baseHealthRegen)
{
RegenerateHealth(diff);
if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
Regenerate(POWER_RAGE, diff);
if (getClass() == CLASS_DEATH_KNIGHT)
@ -2096,7 +2096,7 @@ void Player::RegenerateAll(uint32 diff)
if (getClass() == CLASS_PALADIN)
{
if (isInCombat())
if (IsInCombat())
ResetHolyPowerRegenTimer();
else if (m_holyPowerRegenTimer <= diff)
m_holyPowerRegenTimer = 0;
@ -2136,7 +2136,7 @@ void Player::Regenerate(Powers power, uint32 diff)
break;
float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA);
if (isInCombat())
if (IsInCombat())
{
// Mangos Updates Mana in intervals of 2s, which is correct
addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
@ -2245,10 +2245,10 @@ void Player::RegenerateHealth(uint32 diff)
if (IsPolymorphed())
addvalue = (float)GetMaxHealth() / 3;
// normal regen case (maybe partly in combat case)
else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
addvalue = HealthIncreaseRate;
if (!isInCombat())
if (!IsInCombat())
{
if (getLevel() < 15)
addvalue = 0.20f * GetMaxHealth() * addvalue / getLevel();
@ -2307,10 +2307,10 @@ Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask)
}
// if a dead unit should be able to talk - the creature must be alive and have special flags
if (!unit->isAlive())
if (!unit->IsAlive())
return NULL;
if (isAlive() && unit->isInvisibleForAlive())
if (IsAlive() && unit->isInvisibleForAlive())
return NULL;
// not allow interaction under control, but allow with own pets
@ -2559,7 +2559,7 @@ void Player::GiveXP(uint32 xp, Unit* victim)
if (xp < 1)
return;
if (!isAlive())
if (!IsAlive())
return;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_XP_USER_DISABLED))
@ -2663,7 +2663,7 @@ void Player::GiveLevel(uint32 level)
UpdateAllStats();
// set current level health and mana/energy to maximum after applying all mods.
if (isAlive())
if (IsAlive())
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
@ -4978,7 +4978,7 @@ void Player::RepopAtGraveyard()
AreaTableEntry const* zone = GetAreaEntryByAreaID(GetAreaId());
// Such zones are considered unreachable as a ghost and the player must be automatically revived
if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport())
if ((!IsAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport())
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
@ -5001,7 +5001,7 @@ void Player::RepopAtGraveyard()
{
bool updateVisibility = IsInWorld() && GetMapId() == ClosestGrave->map_id;
TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
if (isDead()) // not send if alive, because it used in TeleportTo()
if (IsDead()) // not send if alive, because it used in TeleportTo()
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4);// show spirit healer position on minimap
data << ClosestGrave->map_id;
@ -6242,7 +6242,7 @@ void Player::SendMovieStart(uint32 MovieId)
void Player::CheckAreaExploreAndOutdoor()
{
if (!isAlive())
if (!IsAlive())
return;
if (IsTaxiFlying())
@ -6867,7 +6867,7 @@ void Player::UpdateArea(uint32 newArea)
bool Player::CanUseCapturePoint()
{
return isAlive() && // living
return IsAlive() && // living
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // visible
(IsPvP() || sWorld.IsPvPRealm()) &&
@ -6959,7 +6959,7 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
// remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
// if player resurrected at teleport this will be applied in resurrect code
if (isAlive())
if (IsAlive())
DestroyZoneLimitedItem(true, newZone);
// check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
@ -8269,7 +8269,7 @@ void Player::SendLoot(ObjectGuid guid, LootType loot_type)
Creature* creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
if (!creature || creature->IsAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
@ -10437,7 +10437,7 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (isInCombat())
if (IsInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (BattleGround* bg = GetBattleGround())
@ -10449,7 +10449,7 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool
if (GetSession()->isLogingOut())
return EQUIP_ERR_YOU_ARE_STUNNED;
if (isInCombat() && pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
if (IsInCombat() && pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
if (IsNonMeleeSpellCasted(false))
@ -10572,7 +10572,7 @@ InventoryResult Player::CanUnequipItem(uint16 pos, bool swap) const
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (isInCombat())
if (IsInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (BattleGround* bg = GetBattleGround())
@ -10778,7 +10778,7 @@ InventoryResult Player::CanUseItem(Item* pItem, bool direct_action) const
{
DEBUG_LOG("STORAGE: CanUseItem item = %u", pItem->GetEntry());
if (!isAlive() && direct_action)
if (!IsAlive() && direct_action)
return EQUIP_ERR_YOU_ARE_DEAD;
// if (isStunned())
@ -10878,7 +10878,7 @@ InventoryResult Player::CanUseItem(ItemPrototype const* pProto) const
InventoryResult Player::CanUseAmmo(uint32 item) const
{
DEBUG_LOG("STORAGE: CanUseAmmo item = %u", item);
if (!isAlive())
if (!IsAlive())
return EQUIP_ERR_YOU_ARE_DEAD;
// if( isStunned() )
// return EQUIP_ERR_YOU_ARE_STUNNED;
@ -11112,7 +11112,7 @@ Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)
{
VisualizeItem(slot, pItem);
if (isAlive())
if (IsAlive())
{
ItemPrototype const* pProto = pItem->GetProto();
@ -11125,7 +11125,7 @@ Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)
ApplyItemOnStoreSpell(pItem, true);
// Weapons and also Totem/Relic/Sigil/etc
if (pProto && isInCombat() && (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0)
if (pProto && IsInCombat() && (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0)
{
uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
@ -11847,7 +11847,7 @@ void Player::SwapItem(uint16 src, uint16 dst)
DEBUG_LOG("STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
if (!isAlive())
if (!IsAlive())
{
SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem);
return;
@ -13086,7 +13086,7 @@ void Player::PrepareGossipMenu(WorldObject* pSource, uint32 menuId)
hasMenuItem = false; // added in special mode
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (!isDead())
if (!IsDead())
hasMenuItem = false;
break;
case GOSSIP_OPTION_VENDOR:
@ -13316,7 +13316,7 @@ void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 me
break;
}
case GOSSIP_OPTION_SPIRITHEALER:
if (isDead())
if (IsDead())
((Creature*)pSource)->CastSpell(((Creature*)pSource), 17251, true, NULL, NULL, GetObjectGuid());
break;
case GOSSIP_OPTION_QUESTGIVER:
@ -16193,7 +16193,7 @@ bool Player::LoadFromDB(ObjectGuid guid, SqlQueryHolder* holder)
// Spell code allow apply any auras to dead character in load time in aura/spell/item loading
// Do now before stats re-calculation cleanup for ghost state unexpected auras
if (!isAlive())
if (!IsAlive())
RemoveAllAurasOnDeath();
// apply all stat bonuses from items and auras
@ -16487,7 +16487,7 @@ void Player::_LoadGlyphs(QueryResult* result)
void Player::LoadCorpse()
{
if (isAlive())
if (IsAlive())
{
sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid());
}
@ -16552,7 +16552,7 @@ void Player::_LoadInventory(QueryResult* result, uint32 timediff)
}
// not allow have in alive state item limited to another map/zone
if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(), zone))
if (IsAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(), zone))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
item->FSetState(ITEM_REMOVED);
@ -16672,7 +16672,7 @@ void Player::_LoadInventory(QueryResult* result, uint32 timediff)
}
}
// if(isAlive())
// if(IsAlive())
_ApplyAllItemMods();
}
@ -18585,7 +18585,7 @@ void Player::UpdateAfkReport(time_t currTime)
void Player::UpdateContestedPvP(uint32 diff)
{
if (!m_contestedPvPTimer || isInCombat())
if (!m_contestedPvPTimer || IsInCombat())
return;
if (m_contestedPvPTimer <= diff)
{
@ -19062,7 +19062,7 @@ void Player::HandleStealthedUnitsDetection()
continue;
bool hasAtClient = HaveAtClient((*i));
bool hasDetected = (*i)->isVisibleForOrDetect(this, viewPoint, true);
bool hasDetected = (*i)->IsVisibleForOrDetect(this, viewPoint, true);
if (hasDetected)
{
@ -19097,7 +19097,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
return false;
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if (GetSession()->isLogingOut() || isInCombat())
if (GetSession()->isLogingOut() || IsInCombat())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
@ -19469,7 +19469,7 @@ bool Player::BuyItemFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uin
// cheating attempt
if (count < 1) count = 1;
if (!isAlive())
if (!IsAlive())
return false;
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item);
@ -19696,7 +19696,7 @@ bool Player::BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot,
// cheating attempt
if (count < 1) count = 1;
if (!isAlive())
if (!IsAlive())
return false;
CurrencyTypesEntry const* pCurrency = sCurrencyTypesStore.LookupEntry(currencyId);
@ -20023,7 +20023,7 @@ void Player::SendCooldownEvent(SpellEntry const* spellInfo, uint32 itemId, Spell
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used in combat or still in combat
if (!m_lastPotionId || isInCombat())
if (!m_lastPotionId || IsInCombat())
return;
// Call not from spell cast, send cooldown event for item spells if no in combat
@ -20331,15 +20331,15 @@ bool Player::IsVisibleInGridForPlayer(Player* pl) const
return true;
// Live player see live player or dead player with not realized corpse
if (pl->isAlive() || pl->m_deathTimer > 0)
return isAlive() || m_deathTimer > 0;
if (pl->IsAlive() || pl->m_deathTimer > 0)
return IsAlive() || m_deathTimer > 0;
// Ghost see other friendly ghosts, that's for sure
if (!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
if (!(IsAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
return true;
// Dead player see live players near own corpse
if (isAlive())
if (IsAlive())
{
if (Corpse* corpse = pl->GetCorpse())
{
@ -20403,7 +20403,7 @@ void Player::UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* targe
BeforeVisibilityDestroy<Creature>((Creature*)target, this);
// at remove from map (destroy) show kill animation (in different out of range/stealth case)
target->DestroyForPlayer(this, !target->IsInWorld() && ((Creature*)target)->isDead());
target->DestroyForPlayer(this, !target->IsInWorld() && ((Creature*)target)->IsDead());
}
else
target->DestroyForPlayer(this);
@ -20612,7 +20612,7 @@ void Player::SendInitialPacketsBeforeAddToMap()
SendInitialActionButtons();
m_reputationMgr.SendInitialReputations();
if (!isAlive())
if (!IsAlive())
SendCorpseReclaimDelay(true);
SendInitWorldStates(GetZoneId(), GetAreaId());
@ -21500,7 +21500,7 @@ void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewar
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if (pGroupGuy->isAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
if (pGroupGuy->IsAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
}
}
@ -21523,7 +21523,7 @@ void Player::RewardPlayerAndGroupAtCast(WorldObject* pRewardSource, uint32 spell
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if (pGroupGuy->isAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
if (pGroupGuy->IsAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
pGroupGuy->CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid, pGroupGuy == this);
}
}
@ -21536,7 +21536,7 @@ bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
if (pRewardSource->IsWithinDistInMap(this, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE)))
return true;
if (isAlive())
if (IsAlive())
return false;
Corpse* corpse = GetCorpse();
@ -21920,7 +21920,7 @@ bool Player::CanUseBattleGroundObject()
// TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
// maybe gameobject code should handle that ForceReaction usage
// BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
return (isAlive() && // living
return (IsAlive() && // living
// the following two are incorrect, because invisible/stealthed players should get visible when they click on flag
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // visible
@ -22511,7 +22511,7 @@ void Player::HandleFall(MovementInfo const& movementInfo)
// Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
// 14.57 can be calculated by resolving damageperc formula below to 0
if (z_diff >= 14.57f && !isDead() && !isGameMaster() && /*!HasMovementFlag(MOVEFLAG_ONTRANSPORT) &&*/
if (z_diff >= 14.57f && !IsDead() && !isGameMaster() && /*!HasMovementFlag(MOVEFLAG_ONTRANSPORT) &&*/
!HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
!HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL))
{
@ -22541,7 +22541,7 @@ void Player::HandleFall(MovementInfo const& movementInfo)
uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
// recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
if (isAlive() && final_damage < original_health)
if (IsAlive() && final_damage < original_health)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff * 100));
}