chore(Core/Object): Rename GetGOData() to GetGameObjectData() (#14875)

This commit is contained in:
Skjalf
2023-02-05 08:35:52 -03:00
committed by GitHub
parent 61dec3f143
commit dba8c49bce
14 changed files with 35 additions and 35 deletions

View File

@@ -1040,7 +1040,7 @@ void GameObject::SaveToDB(bool saveAddon /*= false*/)
{
// this should only be used when the gameobject has already been loaded
// preferably after adding to map, because mapid may not be valid otherwise
GameObjectData const* data = sObjectMgr->GetGOData(m_spawnId);
GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId);
if (!data)
{
LOG_ERROR("entities.gameobject", "GameObject::SaveToDB failed, cannot get gameobject data!");
@@ -1119,7 +1119,7 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool
bool GameObject::LoadGameObjectFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap)
{
GameObjectData const* data = sObjectMgr->GetGOData(spawnId);
GameObjectData const* data = sObjectMgr->GetGameObjectData(spawnId);
if (!data)
{
@@ -1441,7 +1441,7 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
void GameObject::SetGoArtKit(uint8 kit)
{
SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGOData(m_spawnId));
GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGameObjectData(m_spawnId));
if (data)
data->artKit = kit;
}
@@ -1452,10 +1452,10 @@ void GameObject::SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType l
if (go)
{
go->SetGoArtKit(artkit);
data = go->GetGOData();
data = go->GetGameObjectData();
}
else if (lowguid)
data = sObjectMgr->GetGOData(lowguid);
data = sObjectMgr->GetGameObjectData(lowguid);
if (data)
const_cast<GameObjectData*>(data)->artKit = artkit;
@@ -2193,7 +2193,7 @@ void GameObject::EventInform(uint32 eventId)
uint32 GameObject::GetScriptId() const
{
if (GameObjectData const* gameObjectData = GetGOData())
if (GameObjectData const* gameObjectData = GetGameObjectData())
if (uint32 scriptId = gameObjectData->ScriptId)
return scriptId;
@@ -2482,7 +2482,7 @@ void GameObject::SetGoState(GOState state)
// startOpen determines whether we are going to add or remove the LoS on activation
/*bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
if (GetGOData() && GetGOData()->go_state == GO_STATE_READY)
if (GetGameObjectData() && GetGameObjectData()->go_state == GO_STATE_READY)
startOpen = !startOpen;
if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
@@ -2886,7 +2886,7 @@ void GameObject::GetRespawnPosition(float& x, float& y, float& z, float* ori /*
{
if (m_spawnId)
{
if (GameObjectData const* data = sObjectMgr->GetGOData(m_spawnId))
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId))
{
x = data->posX;
y = data->posY;