refactor(Core): Make more use of helpers. (#19835)

* Init.

* Reword.

* Update codestyle script.

Co-Authored-By: Kitzunu <24550914+Kitzunu@users.noreply.github.com>

* Add gameobject type ID check, reorder checks.

* Add helper/codestyle check for unit type.

* `IsUnit()` -> `IsCreature()`

* Add `IsUnit()` method.

* Use type mask.

https: //github.com/TrinityCore/TrinityCore/commit/cc71da35b5dc74abf71f8691161525a23d870bb5
Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com>
Co-Authored-By: Ovahlord <18347559+Ovahlord@users.noreply.github.com>

* Replace instances of `isType` with `IsUnit`.

---------

Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com>
Co-authored-by: Ovahlord <18347559+Ovahlord@users.noreply.github.com>
This commit is contained in:
Benjamin Jackson
2024-09-03 13:41:31 -04:00
committed by GitHub
parent e3e4133e88
commit 1edac37ac3
165 changed files with 725 additions and 719 deletions

View File

@@ -178,7 +178,7 @@ class PlayerOrPetCheck
public:
bool operator() (WorldObject* unit) const
{
if (unit->GetTypeId() != TYPEID_PLAYER)
if (!unit->IsPlayer())
if (!unit->ToUnit()->GetOwnerGUID().IsPlayer())
return true;

View File

@@ -111,7 +111,7 @@ bool npc_escortAI::AssistPlayerInCombatAgainst(Unit* who)
}
// or if enemy is in evade mode
if (who->GetTypeId() == TYPEID_UNIT && who->ToCreature()->IsInEvadeMode())
if (who->IsCreature() && who->ToCreature()->IsInEvadeMode())
{
return false;
}