Build error fixes

43 errors left at this point
This commit is contained in:
Charles A Edwards 2016-01-30 19:17:47 +00:00 committed by Antz
parent 3abc31c429
commit 924d182855
18 changed files with 123 additions and 71 deletions

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@ -53,7 +53,7 @@ void WorldSession::HandleBattlemasterHelloOpcode(WorldPacket& recv_data)
if (!pCreature)
return;
if (!pCreature->isBattleMaster()) // it's not battlemaster
if (!pCreature->IsBattleMaster()) // it's not battlemaster
return;
// Stop the npc if moving

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@ -110,7 +110,7 @@ void AggressorAI::EnterEvadeMode()
// i_tracker.Reset(TIME_INTERVAL_LOOK);
}
if (!m_creature->isCharmed())
if (!m_creature->IsCharmed())
{
m_creature->RemoveAllAurasOnEvade();

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@ -883,7 +883,7 @@ bool Creature::IsTrainerOf(Player* pPlayer, bool msg) const
bool Creature::CanInteractWithBattleMaster(Player* pPlayer, bool msg) const
{
if (!isBattleMaster())
if (!IsBattleMaster())
return false;
BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry());
@ -1772,7 +1772,7 @@ void Creature::SendAIReaction(AiReaction reactionType)
void Creature::CallAssistance()
{
// FIXME: should player pets call for assistance?
if (!m_AlreadyCallAssistance && getVictim() && !isCharmed())
if (!m_AlreadyCallAssistance && getVictim() && !IsCharmed())
{
SetNoCallAssistance(true);
AI()->SendAIEventAround(AI_EVENT_CALL_ASSISTANCE, getVictim(), sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY), sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_ASSISTANCE_RADIUS));
@ -1781,7 +1781,7 @@ void Creature::CallAssistance()
void Creature::CallForHelp(float fRadius)
{
if (fRadius <= 0.0f || !getVictim() || IsPet() || isCharmed())
if (fRadius <= 0.0f || !getVictim() || IsPet() || IsCharmed())
return;
MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius);
@ -2408,7 +2408,7 @@ void Creature::ClearTemporaryFaction()
// No restore if creature is charmed/possessed.
// For later we may consider extend to restore to charmer faction where charmer is creature.
// This can also be done by update any pet/charmed of creature at any faction change to charmer.
if (isCharmed())
if (IsCharmed())
return;
// Reset to original faction

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@ -728,6 +728,8 @@ class Creature : public Unit
void SetVirtualItem(VirtualItemSlot slot, uint32 item_id) { SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + slot, item_id); }
bool IsReputationGainDisabled() { return DisableReputationGain; }
protected:
bool MeetsSelectAttackingRequirement(Unit* pTarget, SpellEntry const* pSpellInfo, uint32 selectFlags) const;
@ -779,7 +781,9 @@ class Creature : public Unit
float m_combatStartY;
float m_combatStartZ;
Position m_respawnPos;
Position m_respawnPos;
bool DisableReputationGain;
private:
GridReference<Creature> m_gridRef;

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@ -39,7 +39,7 @@ namespace FactorySelector
CreatureAI* selectAI(Creature* creature)
{
// Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)
if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed())
if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->IsCharmed())
if (CreatureAI* scriptedAI = sScriptMgr.GetCreatureAI(creature))
return scriptedAI;
@ -53,7 +53,7 @@ namespace FactorySelector
// excplicit check for isControlled() and owner type to allow guardian, mini-pets and pets controlled by NPCs to be scripted by EventAI
Unit* owner = NULL;
if ((creature->IsPet() && ((Pet*)creature)->isControlled() &&
((owner = creature->GetOwner()) && owner->GetTypeId() == TYPEID_PLAYER)) || creature->isCharmed())
((owner = creature->GetOwner()) && owner->GetTypeId() == TYPEID_PLAYER)) || creature->IsCharmed())
ai_factory = ai_registry.GetRegistryItem("PetAI");
else if (creature->IsTotem())
ai_factory = ai_registry.GetRegistryItem("TotemAI");

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@ -102,7 +102,7 @@ bool PetAI::IsVisible(Unit* pl) const
bool PetAI::_needToStop() const
{
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if (m_creature->isCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
if (m_creature->IsCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
return true;
return !m_creature->getVictim()->IsTargetableForAttack();

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@ -1058,10 +1058,17 @@ class Player : public Unit
static bool BuildEnumData(QueryResult* result, ByteBuffer* data, ByteBuffer* buffer);
void SetInWater(bool apply);
void SetInWater(bool apply);
bool IsInWater() const override { return m_isInWater; }
bool IsUnderWater() const override;
bool IsInWater() const override
{
return m_isInWater;
}
bool IsUnderWater() const override;
bool IsFalling()
{
return GetPositionZ() < m_lastFallZ;
}
void SendInitialPacketsBeforeAddToMap();
void SendInitialPacketsAfterAddToMap();
@ -1095,7 +1102,7 @@ class Player : public Unit
void SetGameMaster(bool on);
bool isGMChat() const { return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT); }
void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; }
bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
bool IsTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
void SetGMVisible(bool on);

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@ -8312,7 +8312,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if (isCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
// interrupt all delayed non-combat casts
@ -8355,7 +8355,7 @@ void Unit::ClearInCombat()
m_CombatTimer = 0;
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if (isCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
// Player's state will be cleared in Player::UpdateContestedPvP

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@ -1684,13 +1684,18 @@ class Unit : public WorldObject
bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
/**
* Gets the percent of the health. The formula: (GetHealth() * 100) / GetMaxHealth()
* @return the current percent of the health
* \see GetHealth
* \see GetMaxHealth
*/
float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
/**
* Sets the health to the given value, it cant be higher than Unit::GetMaxHealth though
* @param val the value to set the health to
@ -2159,18 +2164,18 @@ class Unit : public WorldObject
bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
bool isGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
bool isTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
bool isGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
bool isBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
bool isBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
bool isInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
bool isSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
bool isSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
bool isTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
bool isArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool isServiceProvider() const
bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool IsServiceProvider() const
{
return HasFlag(UNIT_NPC_FLAGS,
UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
@ -2178,7 +2183,7 @@ class Unit : public WorldObject
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
}
bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); }
@ -2558,9 +2563,32 @@ class Unit : public WorldObject
void SendThreatRemove(HostileReference* pHostileReference);
void SendThreatUpdate();
/**
* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::ALIVE
* @return true if this \ref Unit is alive, false otherwise
*/
bool IsAlive() const { return (m_deathState == ALIVE); };
bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
DeathState getDeathState() const { return m_deathState; };
bool IsDying() const { return (m_deathState == JUST_DIED); }
/**
* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
*/
bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
/**
* Returns the current \ref DeathState for this \ref Unit.
* @return the value of the member \ref Unit::m_deathState
*/
DeathState getDeathState() const { return m_deathState; };
/**
* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
* happen when that changes happen, ie: you just died, then you're auras should be removed,
* any combopoints that you had should be removed etc.
*
* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
* @param s the new \ref DeathState this \ref Unit should get
*/
virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet
ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
@ -2708,7 +2736,7 @@ class Unit : public WorldObject
* @return true if the \ref Unit has a charmer, false otherwise
* \see Unit::GetCharmerGuid
*/
bool isCharmed() const { return !GetCharmerGuid().IsEmpty(); }
bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
/**
* There's only \ref CharmInfo available if this \ref Unit is in fact charmed by someone
@ -3052,6 +3080,7 @@ class Unit : public WorldObject
SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
Stats GetStatByAuraGroup(UnitMods unitMod) const;
Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
void SetPowerType(Powers new_powertype);
bool CanModifyStats() const { return m_canModifyStats; }
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
virtual bool UpdateStats(Stats stat) = 0;

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@ -257,7 +257,8 @@ class WorldSession
void SendLfgSearchResults(LfgType type, uint32 entry);
void SendLfgJoinResult(LfgJoinResult result);
void SendLfgUpdate(bool isGroup, LfgUpdateType updateType, uint32 id);
void SendPartyResult(PartyOperation operation, const std::string& member, PartyResult res);
void SendPartyResult(PartyOperation operation, const std::string& member, PartyResult res);
void SendGuildInvite(Player* player, bool alreadyInGuild = false);
void SendGroupInvite(Player* player, bool alreadyInGroup = false);
void SendAreaTriggerMessage(const char* Text, ...) ATTR_PRINTF(2, 3);
void SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg = 0);

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@ -846,7 +846,7 @@ namespace MaNGOS
bool operator()(Unit* u)
{
if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
(u->isCharmed() || u->IsFrozen() || u->hasUnitState(UNIT_STAT_CAN_NOT_REACT)))
(u->IsCharmed() || u->IsFrozen() || u->hasUnitState(UNIT_STAT_CAN_NOT_REACT)))
{
return true;
}

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@ -74,6 +74,17 @@ void WorldSession::HandleGuildCreateOpcode(WorldPacket& recvPacket)
sGuildMgr.AddGuild(guild);
}
void WorldSession::SendGuildInvite(Player* player, bool alreadyInGuild /*= false*/)
{
Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId());
player->SetGuildIdInvited(GetPlayer()->GetGuildId());
WorldPacket data(SMSG_GUILD_INVITE, (8 + 10)); // guess size
data << GetPlayer()->GetName();
data << guild->GetName();
player->GetSession()->SendPacket(&data); // unk
}
void WorldSession::HandleGuildInviteOpcode(WorldPacket& recvPacket)
{
DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_INVITE");

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@ -354,7 +354,7 @@ void WorldSession::HandleGossipHelloOpcode(WorldPacket& recv_data)
pCreature->StopMoving();
if (pCreature->isSpiritGuide())
if (pCreature->IsSpiritGuide())
pCreature->SendAreaSpiritHealerQueryOpcode(_player);
if (!sScriptMgr.OnGossipHello(_player, pCreature))

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@ -462,7 +462,7 @@ void WorldSession::HandlePetSetAction(WorldPacket& recv_data)
// sign for autocast
if (act_state == ACT_ENABLED && spell_id)
{
if (pet->isCharmed())
if (pet->IsCharmed())
charmInfo->ToggleCreatureAutocast(spell_id, true);
else
((Pet*)pet)->ToggleAutocast(spell_id, true);
@ -470,7 +470,7 @@ void WorldSession::HandlePetSetAction(WorldPacket& recv_data)
// sign for no/turn off autocast
else if (act_state == ACT_DISABLED && spell_id)
{
if (pet->isCharmed())
if (pet->IsCharmed())
charmInfo->ToggleCreatureAutocast(spell_id, false);
else
((Pet*)pet)->ToggleAutocast(spell_id, false);
@ -632,7 +632,7 @@ void WorldSession::HandlePetSpellAutocastOpcode(WorldPacket& recvPacket)
return;
}
if (pet->isCharmed())
if (pet->IsCharmed())
// state can be used as boolean
pet->GetCharmInfo()->ToggleCreatureAutocast(spellid, state);
else

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@ -5756,7 +5756,7 @@ SpellCastResult Spell::CheckCast(bool strict)
Creature* target = (Creature*)m_targets.getUnitTarget();
if (target->IsPet() || target->isCharmed())
if (target->IsPet() || target->IsCharmed())
{
plrCaster->SendPetTameFailure(PETTAME_CREATUREALREADYOWNED);
return SPELL_FAILED_DONT_REPORT;
@ -6325,7 +6325,7 @@ SpellCastResult Spell::CheckPetCast(Unit* target)
if (m_caster->IsInCombat() && IsNonCombatSpell(m_spellInfo))
return SPELL_FAILED_AFFECTING_COMBAT;
if (m_caster->GetTypeId() == TYPEID_UNIT && (((Creature*)m_caster)->IsPet() || m_caster->isCharmed()))
if (m_caster->GetTypeId() == TYPEID_UNIT && (((Creature*)m_caster)->IsPet() || m_caster->IsCharmed()))
{
// dead owner (pets still alive when owners ressed?)
if (m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->IsAlive())

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@ -111,7 +111,7 @@ void WorldSession::SendTaxiMenu(Creature* unit)
data << uint32(1);
data << unit->GetObjectGuid();
data << uint32(curloc);
GetPlayer()->m_taxi.AppendTaximaskTo(data, GetPlayer()->isTaxiCheater());
GetPlayer()->m_taxi.AppendTaximaskTo(data, GetPlayer()->IsTaxiCheater());
SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_SHOWTAXINODES");
@ -240,7 +240,7 @@ void WorldSession::HandleMoveSplineDoneOpcode(WorldPacket& recv_data)
uint32 sourcenode = GetPlayer()->m_taxi.GetTaxiSource();
// Add to taximask middle hubs in taxicheat mode (to prevent having player with disabled taxicheat and not having back flight path)
if (GetPlayer()->isTaxiCheater())
if (GetPlayer()->IsTaxiCheater())
{
if (GetPlayer()->m_taxi.SetTaximaskNode(sourcenode))
{

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@ -534,14 +534,14 @@ namespace LuaPlayer
/**
* Returns 'true' if the [Player] has taxi cheat activated, 'false' otherwise.
*
* @return bool isTaxiCheater
* @return bool IsTaxiCheater
*/
int IsTaxiCheater(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifdef MANGOS
Eluna::Push(L, player->IsTaxiCheater());
#else
Eluna::Push(L, player->isTaxiCheater());
Eluna::Push(L, player->IsTaxiCheater());
#endif
return 1;
}

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@ -130,12 +130,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] a guild master.
*
* @return bool isGuildMaster
* @return bool IsGuildMaster
*/
int IsGuildMaster(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isGuildMaster());
Eluna::Push(L, unit->IsGuildMaster());
#else
Eluna::Push(L, unit->IsGuildMaster());
#endif
@ -145,12 +145,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] an innkeeper.
*
* @return bool isInnkeeper
* @return bool IsInnkeeper
*/
int IsInnkeeper(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isInnkeeper());
Eluna::Push(L, unit->IsInnkeeper());
#else
Eluna::Push(L, unit->IsInnkeeper());
#endif
@ -180,7 +180,7 @@ namespace LuaUnit
int IsGossip(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isGossip());
Eluna::Push(L, unit->IsGossip());
#else
Eluna::Push(L, unit->IsGossip());
#endif
@ -190,12 +190,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a taxi master.
*
* @return bool isTaxi
* @return bool IsTaxi
*/
int IsTaxi(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isTaxi());
Eluna::Push(L, unit->IsTaxi());
#else
Eluna::Push(L, unit->IsTaxi());
#endif
@ -205,12 +205,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a spirit healer.
*
* @return bool isSpiritHealer
* @return bool IsSpiritHealer
*/
int IsSpiritHealer(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isSpiritHealer());
Eluna::Push(L, unit->IsSpiritHealer());
#else
Eluna::Push(L, unit->IsSpiritHealer());
#endif
@ -220,12 +220,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a spirit guide.
*
* @return bool isSpiritGuide
* @return bool IsSpiritGuide
*/
int IsSpiritGuide(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isSpiritGuide());
Eluna::Push(L, unit->IsSpiritGuide());
#else
Eluna::Push(L, unit->IsSpiritGuide());
#endif
@ -235,12 +235,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a tabard designer.
*
* @return bool isTabardDesigner
* @return bool IsTabardDesigner
*/
int IsTabardDesigner(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isTabardDesigner());
Eluna::Push(L, unit->IsTabardDesigner());
#else
Eluna::Push(L, unit->IsTabardDesigner());
#endif
@ -250,12 +250,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] provides services like vendor, training and auction.
*
* @return bool isTabardDesigner
* @return bool IsServiceProvider
*/
int IsServiceProvider(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isServiceProvider());
Eluna::Push(L, unit->IsServiceProvider());
#else
Eluna::Push(L, unit->IsServiceProvider());
#endif
@ -265,12 +265,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a spirit guide or spirit healer.
*
* @return bool isSpiritService
* @return bool IsSpiritService
*/
int IsSpiritService(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isSpiritService());
Eluna::Push(L, unit->IsSpiritService());
#else
Eluna::Push(L, unit->IsSpiritService());
#endif
@ -310,14 +310,14 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is dying.
*
* @return bool isDying
* @return bool IsDying
*/
int IsDying(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef MANGOS
Eluna::Push(L, unit->IsDying());
#else
Eluna::Push(L, unit->isDying());
Eluna::Push(L, unit->IsDying());
#endif
return 1;
}
@ -325,12 +325,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a banker.
*
* @return bool isBanker
* @return bool IsBanker
*/
int IsBanker(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isBanker());
Eluna::Push(L, unit->IsBanker());
#else
Eluna::Push(L, unit->IsBanker());
#endif
@ -355,12 +355,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a battle master.
*
* @return bool isBattleMaster
* @return bool IsBattleMaster
*/
int IsBattleMaster(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isBattleMaster());
Eluna::Push(L, unit->IsBattleMaster());
#else
Eluna::Push(L, unit->IsBattleMaster());
#endif
@ -370,12 +370,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is a charmed.
*
* @return bool isCharmed
* @return bool IsCharmed
*/
int IsCharmed(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isCharmed());
Eluna::Push(L, unit->IsCharmed());
#else
Eluna::Push(L, unit->IsCharmed());
#endif
@ -385,12 +385,12 @@ namespace LuaUnit
/**
* Returns true if the [Unit] is an armorer and can repair equipment.
*
* @return bool isArmorer
* @return bool IsArmorer
*/
int IsArmorer(Eluna* /*E*/, lua_State* L, Unit* unit)
{
#ifdef CMANGOS
Eluna::Push(L, unit->isArmorer());
Eluna::Push(L, unit->IsArmorer());
#else
Eluna::Push(L, unit->IsArmorer());
#endif