Core/Creature: remove some redundant code

- Display Ids are already initialized in InitEntry, no need to duplicate logic
- ModelInfo is already checked too
This commit is contained in:
ariel-
2017-03-08 11:19:00 -03:00
parent bf5661e2fd
commit 253c0f3d07

View File

@@ -436,7 +436,6 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender);
// Load creature equipment
if (!data || data->equipmentId == 0)
@@ -466,7 +465,7 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE)
m_defaultMovementType = IDLE_MOTION_TYPE;
for (uint8 i=0; i < MAX_CREATURE_SPELLS; ++i)
for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
m_spells[i] = GetCreatureTemplate()->spells[i];
return true;
@@ -527,12 +526,7 @@ bool Creature::UpdateEntry(uint32 entry, CreatureData const* data /*= nullptr*/,
// checked and error show at loading templates
if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction))
{
if (factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP)
SetPvP(true);
else
SetPvP(false);
}
SetPvP((factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP) != 0);
// updates spell bars for vehicles and set player's faction - should be called here, to overwrite faction that is set from the new template
if (IsVehicle())
@@ -1018,18 +1012,6 @@ bool Creature::Create(ObjectGuid::LowType guidlow, Map* map, uint32 phaseMask, u
Relocate(x, y, z, ang);
}
uint32 displayID = GetNativeDisplayId();
CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID);
if (minfo && !IsTotem()) // Cancel load if no model defined or if totem
{
SetNativeDisplayId(displayID);
Unit::AuraEffectList const& transformAuras = GetAuraEffectsByType(SPELL_AURA_TRANSFORM);
Unit::AuraEffectList const& shapeshiftAuras = GetAuraEffectsByType(SPELL_AURA_MOD_SHAPESHIFT);
if (transformAuras.empty() && shapeshiftAuras.empty())
SetDisplayId(displayID);
}
LastUsedScriptID = GetCreatureTemplate()->ScriptID;
/// @todo Replace with spell, handle from DB
@@ -1864,13 +1846,7 @@ void Creature::Respawn(bool force)
setDeathState(JUST_RESPAWNED);
uint32 displayID = GetNativeDisplayId();
CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID);
if (minfo) // Cancel load if no model defined
{
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender);
}
SetDisplayId(displayID);
GetMotionMaster()->InitDefault();
//Re-initialize reactstate that could be altered by movementgenerators