refactor(Core): Make more use of helpers. (#19835)
* Init. * Reword. * Update codestyle script. Co-Authored-By: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Add gameobject type ID check, reorder checks. * Add helper/codestyle check for unit type. * `IsUnit()` -> `IsCreature()` * Add `IsUnit()` method. * Use type mask. https: //github.com/TrinityCore/TrinityCore/commit/cc71da35b5dc74abf71f8691161525a23d870bb5 Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com> Co-Authored-By: Ovahlord <18347559+Ovahlord@users.noreply.github.com> * Replace instances of `isType` with `IsUnit`. --------- Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com> Co-authored-by: Ovahlord <18347559+Ovahlord@users.noreply.github.com>
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165 changed files with 725 additions and 719 deletions
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@ -305,7 +305,7 @@ void ChaseMovementGenerator<T>::DoReset(T* owner)
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template<class T>
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void ChaseMovementGenerator<T>::MovementInform(T* owner)
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{
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if (owner->GetTypeId() != TYPEID_UNIT)
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if (!owner->IsCreature())
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return;
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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@ -385,7 +385,7 @@ bool FollowMovementGenerator<T>::PositionOkay(Unit* target, bool isPlayerPet, bo
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float exactDistSq = target->GetExactDistSq(_lastTargetPosition->GetPositionX(), _lastTargetPosition->GetPositionY(), _lastTargetPosition->GetPositionZ());
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float distanceTolerance = 0.25f;
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// For creatures, increase tolerance
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if (target->GetTypeId() == TYPEID_UNIT)
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if (target->IsCreature())
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{
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distanceTolerance += _range + _range;
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}
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@ -554,7 +554,7 @@ void FollowMovementGenerator<T>::DoReset(T* owner)
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template<class T>
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void FollowMovementGenerator<T>::MovementInform(T* owner)
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{
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if (owner->GetTypeId() != TYPEID_UNIT)
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if (!owner->IsCreature())
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return;
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// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
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