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

@@ -937,7 +937,7 @@ void WorldSession::HandlePlayerLoginFromDB(LoginQueryHolder const& holder)
pCurrChar->LoadCorpse(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION));
// setting Ghost+speed if dead
if (pCurrChar->m_deathState != ALIVE)
if (pCurrChar->m_deathState != DeathState::Alive)
{
// not blizz like, we must correctly save and load player instead...
if (pCurrChar->getRace() == RACE_NIGHTELF)

View File

@@ -69,7 +69,7 @@ void WorldSession::HandleRepopRequestOpcode(WorldPacket& recv_data)
// creatures can kill players
// so if the server is lagging enough the player can
// release spirit after he's killed but before he is updated
if (GetPlayer()->getDeathState() == JUST_DIED)
if (GetPlayer()->getDeathState() == DeathState::JustDied)
{
LOG_DEBUG("network", "HandleRepopRequestOpcode: got request after player {} ({}) was killed and before he was updated",
GetPlayer()->GetName(), GetPlayer()->GetGUID().ToString());

View File

@@ -301,7 +301,7 @@ void WorldSession::HandlePetActionHelper(Unit* pet, ObjectGuid guid1, uint32 spe
GetPlayer()->RemovePet(pet->ToPet(), PET_SAVE_AS_DELETED);
else
//dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
pet->setDeathState(CORPSE);
pet->setDeathState(DeathState::Corpse);
}
else if (pet->HasUnitTypeMask(UNIT_MASK_MINION | UNIT_MASK_SUMMON | UNIT_MASK_GUARDIAN | UNIT_MASK_CONTROLABLE_GUARDIAN))
{