refactor(Core/Misc): Make DeathState enum class (#17607)

This commit is contained in:
Kitzunu
2023-10-28 10:54:03 +02:00
committed by GitHub
parent 79b39f9655
commit f757e93da5
47 changed files with 112 additions and 112 deletions

View File

@@ -247,7 +247,7 @@ Unit::Unit(bool isWorldObject) : WorldObject(isWorldObject),
m_rootTimes = 0;
m_state = 0;
m_deathState = ALIVE;
m_deathState = DeathState::Alive;
for (uint8 i = 0; i < CURRENT_MAX_SPELL; ++i)
m_currentSpells[i] = nullptr;
@@ -4535,7 +4535,7 @@ void Unit::_UnapplyAura(AuraApplicationMap::iterator& i, AuraRemoveMode removeMo
if (aurApp->GetRemoveMode() == AURA_REMOVE_BY_EXPIRE && IsTotem() && GetGUID() == aura->GetCasterGUID())
{
if (ToTotem()->GetSpell() == aura->GetId() && ToTotem()->GetTotemType() == TOTEM_PASSIVE)
ToTotem()->setDeathState(JUST_DIED);
ToTotem()->setDeathState(DeathState::JustDied);
}
// Remove aurastates only if were not found
@@ -14497,7 +14497,7 @@ void Unit::setDeathState(DeathState s, bool despawn)
// death state needs to be updated before RemoveAllAurasOnDeath() calls HandleChannelDeathItem(..) so that
// it can be used to check creation of death items (such as soul shards).
if (s != ALIVE && s != JUST_RESPAWNED)
if (s != DeathState::Alive && s != DeathState::JustRespawned)
{
CombatStop();
GetThreatMgr().ClearAllThreat();
@@ -14512,7 +14512,7 @@ void Unit::setDeathState(DeathState s, bool despawn)
RemoveAllAurasOnDeath();
}
if (s == JUST_DIED)
if (s == DeathState::JustDied)
{
// remove aurastates allowing special moves
ClearAllReactives();
@@ -14541,7 +14541,7 @@ void Unit::setDeathState(DeathState s, bool despawn)
if (ZoneScript* zoneScript = GetZoneScript() ? GetZoneScript() : (ZoneScript*)GetInstanceScript())
zoneScript->OnUnitDeath(this);
}
else if (s == JUST_RESPAWNED)
else if (s == DeathState::JustRespawned)
{
RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
}
@@ -15420,9 +15420,9 @@ void Unit::SetLevel(uint8 lvl, bool showLevelChange)
void Unit::SetHealth(uint32 val)
{
if (getDeathState() == JUST_DIED)
if (getDeathState() == DeathState::JustDied)
val = 0;
else if (GetTypeId() == TYPEID_PLAYER && getDeathState() == DEAD)
else if (GetTypeId() == TYPEID_PLAYER && getDeathState() == DeathState::Dead)
val = 1;
else
{
@@ -18086,12 +18086,12 @@ void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackTyp
if (!spiritOfRedemption)
{
LOG_DEBUG("entities.unit", "SET JUST_DIED");
victim->setDeathState(JUST_DIED);
LOG_DEBUG("entities.unit", "SET DeathState::JustDied");
victim->setDeathState(DeathState::JustDied);
}
// Inform pets (if any) when player kills target)
// MUST come after victim->setDeathState(JUST_DIED); or pet next target
// MUST come after victim->setDeathState(DeathState::JustDied); or pet next target
// selection will get stuck on same target and break pet react state
if (player)
{
@@ -20105,8 +20105,8 @@ void Unit::_ExitVehicle(Position const* exitPosition)
if (HasUnitTypeMask(UNIT_MASK_ACCESSORY))
{
// Vehicle just died, we die too
if (vehicleBase->getDeathState() == JUST_DIED)
setDeathState(JUST_DIED);
if (vehicleBase->getDeathState() == DeathState::JustDied)
setDeathState(DeathState::JustDied);
// If for other reason we as minion are exiting the vehicle (ejected, master dismounted) - unsummon
else
{