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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>
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@@ -198,11 +198,13 @@ public:
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Player* ToPlayer() { if (IsPlayer()) return reinterpret_cast<Player*>(this); else return nullptr; }
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[[nodiscard]] Player const* ToPlayer() const { if (IsPlayer()) return reinterpret_cast<Player const*>(this); else return nullptr; }
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Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return nullptr; }
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[[nodiscard]] Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature const*>(this); else return nullptr; }
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[[nodiscard]] inline bool IsCreature() const { return GetTypeId() == TYPEID_UNIT; }
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Creature* ToCreature() { if (IsCreature()) return reinterpret_cast<Creature*>(this); else return nullptr; }
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[[nodiscard]] Creature const* ToCreature() const { if (IsCreature()) return reinterpret_cast<Creature const*>(this); else return nullptr; }
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Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || IsPlayer()) return reinterpret_cast<Unit*>(this); else return nullptr; }
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[[nodiscard]] Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || IsPlayer()) return reinterpret_cast<Unit const*>(this); else return nullptr; }
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[[nodiscard]] inline bool IsUnit() const { return isType(TYPEMASK_UNIT); }
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Unit* ToUnit() { if (IsCreature() || IsPlayer()) return reinterpret_cast<Unit*>(this); else return nullptr; }
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[[nodiscard]] Unit const* ToUnit() const { if (IsCreature() || IsPlayer()) return reinterpret_cast<Unit const*>(this); else return nullptr; }
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[[nodiscard]] inline bool IsGameObject() const { return GetTypeId() == TYPEID_GAMEOBJECT; }
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GameObject* ToGameObject() { if (IsGameObject()) return reinterpret_cast<GameObject*>(this); else return nullptr; }
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