[10695] Cleanup some death state enums usage.

This commit is contained in:
VladimirMangos 2010-11-08 02:09:08 +03:00
parent bb3663d94f
commit d2b3981631
5 changed files with 20 additions and 18 deletions

View file

@ -557,7 +557,7 @@ void Creature::Update(uint32 update_diff, uint32 tick_diff)
m_regenTimer = REGEN_TIME_FULL;
break;
}
case DEAD_FALLING:
case CORPSE_FALLING:
{
SetDeathState(CORPSE);
}
@ -1396,7 +1396,7 @@ void Creature::SetDeathState(DeathState s)
UpdateSpeed(MOVE_RUN, false);
}
// return, since we promote to DEAD_FALLING. DEAD_FALLING is promoted to CORPSE at next update.
// return, since we promote to CORPSE_FALLING. CORPSE_FALLING is promoted to CORPSE at next update.
if (CanFly() && FallGround())
return;
@ -1422,7 +1422,7 @@ void Creature::SetDeathState(DeathState s)
bool Creature::FallGround()
{
// Only if state is JUST_DIED. DEAD_FALLING is set below and promoted to CORPSE later
// Only if state is JUST_DIED. CORPSE_FALLING is set below and promoted to CORPSE later
if (getDeathState() != JUST_DIED)
return false;
@ -1439,7 +1439,7 @@ bool Creature::FallGround()
if (fabs(GetPositionZ() - tz) < 0.1f)
return false;
Unit::SetDeathState(DEAD_FALLING);
Unit::SetDeathState(CORPSE_FALLING);
float dz = tz - GetPositionZ();
float distance = sqrt(dz*dz);
@ -1474,7 +1474,7 @@ void Creature::Respawn()
SetVisibility(currentVis); // restore visibility state
UpdateObjectVisibility();
if(getDeathState() == DEAD)
if (IsDespawned())
{
if (m_DBTableGuid)
sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(), 0);