Cleanup code for UNIT_FIELD_BYTES_1 parts.

Move defines to Unit (values can be used with creatures)
Better gameobject barber chairs check at loading.
This commit is contained in:
VladimirMangos 2009-01-31 05:47:02 +03:00
parent af888cda40
commit a1b5c3cb02
10 changed files with 75 additions and 76 deletions

View file

@ -5688,10 +5688,10 @@ void ObjectMgr::LoadGameobjectInfo()
break;
}
case GAMEOBJECT_TYPE_CHAIR: //7
if(goInfo->chair.height > 2)
if(goInfo->chair.height > (UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR) )
{
sLog.outErrorDb("Gameobject (Entry: %u GoType: %u) have data1=%u but correct chair height in range 0..2.",
id,goInfo->type,goInfo->chair.height);
sLog.outErrorDb("Gameobject (Entry: %u GoType: %u) have data1=%u but correct chair height in range 0..%i.",
id,goInfo->type,goInfo->chair.height,UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR);
// prevent client and server unexpected work
const_cast<GameObjectInfo*>(goInfo)->chair.height = 0;
@ -5786,6 +5786,16 @@ void ObjectMgr::LoadGameobjectInfo()
}
break;
}
case GAMEOBJECT_TYPE_BARBER_CHAIR: //32
if(goInfo->barberChair.chairheight > (UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR) )
{
sLog.outErrorDb("Gameobject (Entry: %u GoType: %u) have data1=%u but correct chair height in range 0..%i.",
id,goInfo->type,goInfo->barberChair.chairheight,UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR);
// prevent client and server unexpected work
const_cast<GameObjectInfo*>(goInfo)->barberChair.chairheight = 0;
}
break;
}
}