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refactor(Core/Creature): More functions capitalized (#10012)
* GetLeader * IsFormed * build
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@@ -53,7 +53,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
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init.MoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ());
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init.SetWalk(true);
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init.Launch();
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if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
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if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
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creature->GetFormation()->LeaderMoveTo(_currDestPosition.GetPositionX(), _currDestPosition.GetPositionY(), _currDestPosition.GetPositionZ(), false);
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return;
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}
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@@ -223,7 +223,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
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_preComputedPaths.erase(pathIdx);
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//Call for creature group update
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if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
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if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
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creature->GetFormation()->LeaderMoveTo(finalPoint.x, finalPoint.y, finalPoint.z, false);
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}
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@@ -200,7 +200,7 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature)
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init.Launch();
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//Call for creature group update
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if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
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if (creature->GetFormation() && creature->GetFormation()->GetLeader() == creature)
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creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z, node->move_type == WAYPOINT_MOVE_TYPE_RUN);
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return true;
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