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Misc/Codestyle: Made some changes to function names
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@@ -137,7 +137,7 @@ void GameObject::AddToWorld()
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// The state can be changed after GameObject::Create but before GameObject::AddToWorld
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bool toggledState = GetGOData() ? GetGOData()->go_state == GO_STATE_READY : false;
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if (m_model)
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GetMap()->Insert(*m_model);
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GetMap()->InsertGameObjectModel(*m_model);
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EnableCollision(startOpen ^ toggledState);
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WorldObject::AddToWorld();
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@@ -154,8 +154,8 @@ void GameObject::RemoveFromWorld()
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RemoveFromOwner();
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if (m_model)
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if (GetMap()->Contains(*m_model))
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GetMap()->Remove(*m_model);
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if (GetMap()->ContainsGameObjectModel(*m_model))
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GetMap()->RemoveGameObjectModel(*m_model);
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WorldObject::RemoveFromWorld();
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sObjectAccessor->RemoveObject(this);
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}
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@@ -1971,8 +1971,8 @@ void GameObject::EnableCollision(bool enable)
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if (!m_model)
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return;
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/*if (enable && !GetMap()->Contains(*m_model))
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GetMap()->Insert(*m_model);*/
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/*if (enable && !GetMap()->ContainsGameObjectModel(*m_model))
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GetMap()->InsertGameObjectModel(*m_model);*/
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m_model->enable(enable ? GetPhaseMask() : 0);
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}
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@@ -1982,12 +1982,12 @@ void GameObject::UpdateModel()
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if (!IsInWorld())
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return;
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if (m_model)
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if (GetMap()->Contains(*m_model))
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GetMap()->Remove(*m_model);
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if (GetMap()->ContainsGameObjectModel(*m_model))
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GetMap()->RemoveGameObjectModel(*m_model);
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delete m_model;
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m_model = GameObjectModel::Create(*this);
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if (m_model)
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GetMap()->Insert(*m_model);
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GetMap()->InsertGameObjectModel(*m_model);
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}
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Player* GameObject::GetLootRecipient() const
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@@ -439,9 +439,9 @@ class Map : public GridRefManager<NGridType>
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float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const;
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void Balance() { _dynamicTree.balance(); }
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void Remove(const GameObjectModel& mdl) { _dynamicTree.remove(mdl); }
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void Insert(const GameObjectModel& mdl) { _dynamicTree.insert(mdl); }
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bool Contains(const GameObjectModel& mdl) const { return _dynamicTree.contains(mdl);}
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void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
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void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
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bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
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bool getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
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/*
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