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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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@@ -587,7 +587,7 @@ bool Map::AddToMap(T* obj, bool checkTransport)
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obj->AddToWorld();
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if (checkTransport)
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if (!(obj->GetTypeId() == TYPEID_GAMEOBJECT && obj->ToGameObject()->IsTransport())) // dont add transport to transport ;d
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if (!(obj->IsGameObject() && obj->ToGameObject()->IsTransport())) // dont add transport to transport ;d
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if (Transport* transport = GetTransportForPos(obj->GetPhaseMask(), obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), obj))
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transport->AddPassenger(obj, true);
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@@ -602,7 +602,7 @@ bool Map::AddToMap(T* obj, bool checkTransport)
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// Xinef: little hack for vehicles, accessories have to be added after visibility update so they wont fall off the vehicle, moved from Creature::AIM_Initialize
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// Initialize vehicle, this is done only for summoned npcs, DB creatures are handled by grid loaders
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if (obj->GetTypeId() == TYPEID_UNIT)
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if (obj->IsCreature())
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if (Vehicle* vehicle = obj->ToCreature()->GetVehicleKit())
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vehicle->Reset();
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return true;
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@@ -2662,8 +2662,8 @@ void Map::AddObjectToSwitchList(WorldObject* obj, bool on)
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{
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ASSERT(obj->GetMapId() == GetId() && obj->GetInstanceId() == GetInstanceId());
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// i_objectsToSwitch is iterated only in Map::RemoveAllObjectsInRemoveList() and it uses
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// the contained objects only if GetTypeId() == TYPEID_UNIT , so we can return in all other cases
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if (obj->GetTypeId() != TYPEID_UNIT && obj->GetTypeId() != TYPEID_GAMEOBJECT)
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// the contained objects only if IsCreature() , so we can return in all other cases
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if (!obj->IsCreature() && !obj->IsGameObject())
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return;
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std::map<WorldObject*, bool>::iterator itr = i_objectsToSwitch.find(obj);
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