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https://github.com/mangosfour/server.git
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Build error fixes
43 errors left at this point
This commit is contained in:
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)
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if (!pCreature)
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return;
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if (!pCreature->isBattleMaster()) // it's not battlemaster
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if (!pCreature->IsBattleMaster()) // it's not battlemaster
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return;
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// Stop the npc if moving
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@ -110,7 +110,7 @@ void AggressorAI::EnterEvadeMode()
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// i_tracker.Reset(TIME_INTERVAL_LOOK);
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}
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if (!m_creature->isCharmed())
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if (!m_creature->IsCharmed())
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{
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m_creature->RemoveAllAurasOnEvade();
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@ -883,7 +883,7 @@ bool Creature::IsTrainerOf(Player* pPlayer, bool msg) const
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bool Creature::CanInteractWithBattleMaster(Player* pPlayer, bool msg) const
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{
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if (!isBattleMaster())
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if (!IsBattleMaster())
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return false;
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BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(GetEntry());
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@ -1772,7 +1772,7 @@ void Creature::SendAIReaction(AiReaction reactionType)
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void Creature::CallAssistance()
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{
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// FIXME: should player pets call for assistance?
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if (!m_AlreadyCallAssistance && getVictim() && !isCharmed())
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if (!m_AlreadyCallAssistance && getVictim() && !IsCharmed())
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{
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SetNoCallAssistance(true);
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AI()->SendAIEventAround(AI_EVENT_CALL_ASSISTANCE, getVictim(), sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY), sWorld.getConfig(CONFIG_FLOAT_CREATURE_FAMILY_ASSISTANCE_RADIUS));
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@ -1781,7 +1781,7 @@ void Creature::CallAssistance()
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void Creature::CallForHelp(float fRadius)
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{
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if (fRadius <= 0.0f || !getVictim() || IsPet() || isCharmed())
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if (fRadius <= 0.0f || !getVictim() || IsPet() || IsCharmed())
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return;
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MaNGOS::CallOfHelpCreatureInRangeDo u_do(this, getVictim(), fRadius);
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@ -2408,7 +2408,7 @@ void Creature::ClearTemporaryFaction()
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// No restore if creature is charmed/possessed.
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// For later we may consider extend to restore to charmer faction where charmer is creature.
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// This can also be done by update any pet/charmed of creature at any faction change to charmer.
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if (isCharmed())
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if (IsCharmed())
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return;
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// Reset to original faction
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@ -728,6 +728,8 @@ class Creature : public Unit
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void SetVirtualItem(VirtualItemSlot slot, uint32 item_id) { SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + slot, item_id); }
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bool IsReputationGainDisabled() { return DisableReputationGain; }
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protected:
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bool MeetsSelectAttackingRequirement(Unit* pTarget, SpellEntry const* pSpellInfo, uint32 selectFlags) const;
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@ -779,7 +781,9 @@ class Creature : public Unit
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float m_combatStartY;
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float m_combatStartZ;
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Position m_respawnPos;
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Position m_respawnPos;
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bool DisableReputationGain;
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private:
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GridReference<Creature> m_gridRef;
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@ -39,7 +39,7 @@ namespace FactorySelector
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CreatureAI* selectAI(Creature* creature)
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{
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// Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)
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if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed())
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if ((!creature->IsPet() || !((Pet*)creature)->isControlled()) && !creature->IsCharmed())
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if (CreatureAI* scriptedAI = sScriptMgr.GetCreatureAI(creature))
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return scriptedAI;
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@ -53,7 +53,7 @@ namespace FactorySelector
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// excplicit check for isControlled() and owner type to allow guardian, mini-pets and pets controlled by NPCs to be scripted by EventAI
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Unit* owner = NULL;
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if ((creature->IsPet() && ((Pet*)creature)->isControlled() &&
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((owner = creature->GetOwner()) && owner->GetTypeId() == TYPEID_PLAYER)) || creature->isCharmed())
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((owner = creature->GetOwner()) && owner->GetTypeId() == TYPEID_PLAYER)) || creature->IsCharmed())
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ai_factory = ai_registry.GetRegistryItem("PetAI");
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else if (creature->IsTotem())
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ai_factory = ai_registry.GetRegistryItem("TotemAI");
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@ -102,7 +102,7 @@ bool PetAI::IsVisible(Unit* pl) const
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bool PetAI::_needToStop() const
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{
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// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
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if (m_creature->isCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
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if (m_creature->IsCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
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return true;
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return !m_creature->getVictim()->IsTargetableForAttack();
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@ -1058,10 +1058,17 @@ class Player : public Unit
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static bool BuildEnumData(QueryResult* result, ByteBuffer* data, ByteBuffer* buffer);
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void SetInWater(bool apply);
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void SetInWater(bool apply);
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bool IsInWater() const override { return m_isInWater; }
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bool IsUnderWater() const override;
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bool IsInWater() const override
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{
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return m_isInWater;
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}
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bool IsUnderWater() const override;
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bool IsFalling()
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{
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return GetPositionZ() < m_lastFallZ;
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}
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void SendInitialPacketsBeforeAddToMap();
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void SendInitialPacketsAfterAddToMap();
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@ -1095,7 +1102,7 @@ class Player : public Unit
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void SetGameMaster(bool on);
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bool isGMChat() const { return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT); }
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void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; }
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bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
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bool IsTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
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void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
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bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
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void SetGMVisible(bool on);
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@ -8312,7 +8312,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
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if (isCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
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if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
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// interrupt all delayed non-combat casts
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@ -8355,7 +8355,7 @@ void Unit::ClearInCombat()
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m_CombatTimer = 0;
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
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if (isCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
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if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
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// Player's state will be cleared in Player::UpdateContestedPvP
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@ -1684,13 +1684,18 @@ class Unit : public WorldObject
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bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
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bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
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bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
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/**
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* Gets the percent of the health. The formula: (GetHealth() * 100) / GetMaxHealth()
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* @return the current percent of the health
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* \see GetHealth
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* \see GetMaxHealth
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*/
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float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
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float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
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uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
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uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
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/**
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* Sets the health to the given value, it cant be higher than Unit::GetMaxHealth though
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* @param val the value to set the health to
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@ -2159,18 +2164,18 @@ class Unit : public WorldObject
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bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
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bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
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bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
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bool isGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
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bool isTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
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bool isGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
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bool isBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
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bool isBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
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bool isInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
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bool isSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
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bool isSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool isTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
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bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
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bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
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bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
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bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
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bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
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bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
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bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
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bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
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bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
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bool isArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
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bool isServiceProvider() const
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bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
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bool IsServiceProvider() const
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{
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return HasFlag(UNIT_NPC_FLAGS,
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UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
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@ -2178,7 +2183,7 @@ class Unit : public WorldObject
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UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
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UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
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}
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bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
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bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); }
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@ -2558,9 +2563,32 @@ class Unit : public WorldObject
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void SendThreatRemove(HostileReference* pHostileReference);
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void SendThreatUpdate();
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/**
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* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
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* for the value \ref DeathState::ALIVE
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* @return true if this \ref Unit is alive, false otherwise
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*/
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bool IsAlive() const { return (m_deathState == ALIVE); };
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bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
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DeathState getDeathState() const { return m_deathState; };
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bool IsDying() const { return (m_deathState == JUST_DIED); }
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/**
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* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
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* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
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* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
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*/
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bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
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/**
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* Returns the current \ref DeathState for this \ref Unit.
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* @return the value of the member \ref Unit::m_deathState
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*/
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DeathState getDeathState() const { return m_deathState; };
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/**
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* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
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* happen when that changes happen, ie: you just died, then you're auras should be removed,
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* any combopoints that you had should be removed etc.
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*
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* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
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* @param s the new \ref DeathState this \ref Unit should get
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*/
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virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet
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ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
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@ -2708,7 +2736,7 @@ class Unit : public WorldObject
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* @return true if the \ref Unit has a charmer, false otherwise
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* \see Unit::GetCharmerGuid
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*/
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bool isCharmed() const { return !GetCharmerGuid().IsEmpty(); }
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bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
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/**
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* There's only \ref CharmInfo available if this \ref Unit is in fact charmed by someone
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@ -3052,6 +3080,7 @@ class Unit : public WorldObject
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SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
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Stats GetStatByAuraGroup(UnitMods unitMod) const;
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Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
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void SetPowerType(Powers new_powertype);
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bool CanModifyStats() const { return m_canModifyStats; }
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void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
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virtual bool UpdateStats(Stats stat) = 0;
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@ -257,7 +257,8 @@ class WorldSession
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void SendLfgSearchResults(LfgType type, uint32 entry);
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void SendLfgJoinResult(LfgJoinResult result);
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void SendLfgUpdate(bool isGroup, LfgUpdateType updateType, uint32 id);
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void SendPartyResult(PartyOperation operation, const std::string& member, PartyResult res);
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void SendPartyResult(PartyOperation operation, const std::string& member, PartyResult res);
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void SendGuildInvite(Player* player, bool alreadyInGuild = false);
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void SendGroupInvite(Player* player, bool alreadyInGroup = false);
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void SendAreaTriggerMessage(const char* Text, ...) ATTR_PRINTF(2, 3);
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void SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg = 0);
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@ -846,7 +846,7 @@ namespace MaNGOS
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bool operator()(Unit* u)
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{
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if (u->IsAlive() && u->IsInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
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(u->isCharmed() || u->IsFrozen() || u->hasUnitState(UNIT_STAT_CAN_NOT_REACT)))
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(u->IsCharmed() || u->IsFrozen() || u->hasUnitState(UNIT_STAT_CAN_NOT_REACT)))
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{
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return true;
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}
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@ -74,6 +74,17 @@ void WorldSession::HandleGuildCreateOpcode(WorldPacket& recvPacket)
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sGuildMgr.AddGuild(guild);
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}
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void WorldSession::SendGuildInvite(Player* player, bool alreadyInGuild /*= false*/)
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{
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Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId());
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player->SetGuildIdInvited(GetPlayer()->GetGuildId());
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WorldPacket data(SMSG_GUILD_INVITE, (8 + 10)); // guess size
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data << GetPlayer()->GetName();
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data << guild->GetName();
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player->GetSession()->SendPacket(&data); // unk
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}
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void WorldSession::HandleGuildInviteOpcode(WorldPacket& recvPacket)
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{
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DEBUG_LOG("WORLD: Received opcode CMSG_GUILD_INVITE");
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@ -354,7 +354,7 @@ void WorldSession::HandleGossipHelloOpcode(WorldPacket& recv_data)
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pCreature->StopMoving();
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if (pCreature->isSpiritGuide())
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if (pCreature->IsSpiritGuide())
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pCreature->SendAreaSpiritHealerQueryOpcode(_player);
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if (!sScriptMgr.OnGossipHello(_player, pCreature))
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@ -462,7 +462,7 @@ void WorldSession::HandlePetSetAction(WorldPacket& recv_data)
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// sign for autocast
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if (act_state == ACT_ENABLED && spell_id)
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{
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if (pet->isCharmed())
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if (pet->IsCharmed())
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charmInfo->ToggleCreatureAutocast(spell_id, true);
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else
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((Pet*)pet)->ToggleAutocast(spell_id, true);
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@ -470,7 +470,7 @@ void WorldSession::HandlePetSetAction(WorldPacket& recv_data)
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// sign for no/turn off autocast
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else if (act_state == ACT_DISABLED && spell_id)
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{
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if (pet->isCharmed())
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if (pet->IsCharmed())
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charmInfo->ToggleCreatureAutocast(spell_id, false);
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else
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((Pet*)pet)->ToggleAutocast(spell_id, false);
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@ -632,7 +632,7 @@ void WorldSession::HandlePetSpellAutocastOpcode(WorldPacket& recvPacket)
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return;
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}
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if (pet->isCharmed())
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if (pet->IsCharmed())
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// state can be used as boolean
|
||||
pet->GetCharmInfo()->ToggleCreatureAutocast(spellid, state);
|
||||
else
|
||||
|
|
|
|||
|
|
@ -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())
|
||||
|
|
|
|||
|
|
@ -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))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue