refactor(Core/Misc): isEmpty to IsEmpty (#10011)

This commit is contained in:
Kitzunu
2022-01-14 03:43:15 +01:00
committed by GitHub
parent e36ee257c7
commit d1cc65b1c7
50 changed files with 94 additions and 94 deletions

View File

@@ -63,7 +63,7 @@ void FormationMgr::RemoveCreatureFromGroup(CreatureGroup* group, Creature* membe
LOG_DEBUG("entities.unit", "Deleting member pointer to spawnId: %u from group %u", member->GetSpawnId(), group->GetId());
group->RemoveMember(member);
if (group->isEmpty())
if (group->IsEmpty())
{
Map* map = member->FindMap();
if (!map)

View File

@@ -93,7 +93,7 @@ public:
Creature* getLeader() const { return m_leader; }
uint32 GetId() const { return m_groupID; }
bool isEmpty() const { return m_members.empty(); }
bool IsEmpty() const { return m_members.empty(); }
bool isFormed() const { return m_Formed; }
const CreatureGroupMemberType& GetMembers() const { return m_members; }

View File

@@ -124,7 +124,7 @@ void MotionTransport::CleanupsBeforeDelete(bool finalCleanup /*= true*/)
void MotionTransport::BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet&)
{
Map::PlayerList const& players = GetMap()->GetPlayers();
if (players.isEmpty())
if (players.IsEmpty())
return;
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
@@ -798,7 +798,7 @@ void StaticTransport::CleanupsBeforeDelete(bool finalCleanup /*= true*/)
void StaticTransport::BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet&)
{
Map::PlayerList const& players = GetMap()->GetPlayers();
if (players.isEmpty())
if (players.IsEmpty())
return;
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)

View File

@@ -416,7 +416,7 @@ void Unit::Update(uint32 p_time)
// Check UNIT_STATE_MELEE_ATTACKING or UNIT_STATE_CHASE (without UNIT_STATE_FOLLOW in this case) so pets can reach far away
// targets without stopping half way there and running off.
// These flags are reset after target dies or another command is given.
if (m_HostileRefMgr.isEmpty())
if (m_HostileRefMgr.IsEmpty())
{
// m_CombatTimer set at aura start and it will be freeze until aura removing
if (m_CombatTimer <= p_time)