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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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@@ -332,7 +332,7 @@ struct npc_midsummer_bonfire : public ScriptedAI
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void SpellHit(Unit* caster, SpellInfo const* spellInfo) override
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{
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if (caster->GetTypeId() != TYPEID_PLAYER)
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if (!caster->IsPlayer())
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return;
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switch (spellInfo->Id)
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@@ -1172,7 +1172,7 @@ class spell_midsummer_juggling_torch : public SpellScript
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void HandleFinish()
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{
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Unit* caster = GetCaster();
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if (!caster || caster->GetTypeId() != TYPEID_PLAYER)
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if (!caster || !caster->IsPlayer())
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return;
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if (const WorldLocation* loc = GetExplTargetDest())
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