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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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@@ -34,7 +34,7 @@ CharmInfo::CharmInfo(Unit* unit)
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for (uint8 i = 0; i < MAX_SPELL_CHARM; ++i)
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_charmspells[i].SetActionAndType(0, ACT_DISABLED);
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if (_unit->GetTypeId() == TYPEID_UNIT)
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if (_unit->IsCreature())
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{
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_oldReactState = _unit->ToCreature()->GetReactState();
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_unit->ToCreature()->SetReactState(REACT_PASSIVE);
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@@ -76,7 +76,7 @@ void CharmInfo::InitEmptyActionBar(bool withAttack)
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void CharmInfo::InitPossessCreateSpells()
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{
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if (_unit->GetTypeId() == TYPEID_UNIT)
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if (_unit->IsCreature())
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{
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// Adding switch until better way is found. Malcrom
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// Adding entrys to this switch will prevent COMMAND_ATTACK being added to pet bar.
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