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https://github.com/TrinityCore/TrinityCore.git
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Core/Misc: Fixed coverity issues
Uninitialized fields: CID 1354593, 1354595, 1354738 Unchecked return value: CID 1354558 Out of bounds access: CID 1352989, 1352993 Null pointer dereference: CID 1296286
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@@ -200,7 +200,7 @@ public:
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if (zombie)
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{
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zombieToBeEatenGUID = zombie->GetGUID(); // save for later use
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// the soon-to-be-eaten zombie should stop moving and stop attacking
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zombie->AI()->SetData(DATA_ZOMBIE_STATE, STATE_ZOMBIE_TOBE_EATEN);
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@@ -225,7 +225,7 @@ public:
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case EVENT_KILL_ZOMBIE_SINGLE:
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{
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Creature* zombieToBeEaten = ObjectAccessor::GetCreature(*me, zombieToBeEatenGUID);
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if (zombieToBeEaten && zombieToBeEaten->IsAlive() && zombieToBeEaten->IsWithinDistInMap(me, 10.0))
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if (zombieToBeEaten && zombieToBeEaten->IsAlive() && zombieToBeEaten->IsWithinDistInMap(me, 10.0))
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DoCast(zombieToBeEaten, SPELL_ZOMBIE_CHOW_SEARCH_SINGLE); // do the killing + healing in done inside by spell script see below.
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zombieToBeEatenGUID = ObjectGuid::Empty;
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@@ -249,11 +249,11 @@ public:
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if (zombie && zombie->IsAlive() && zombie->GetExactDist2d(me) > 18.0)
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zombie = nullptr;
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}
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if (zombie) // cast the aoe spell only if at least one zombie is found nearby
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{
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Talk(EMOTE_DEVOURS_ALL);
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DoCastAOE(SPELL_ZOMBIE_CHOW_SEARCH_MULTI);
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DoCastAOE(SPELL_ZOMBIE_CHOW_SEARCH_MULTI);
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}
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break;
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}
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@@ -269,7 +269,7 @@ public:
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me->GetMotionMaster()->MoveIdle();
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events.ScheduleEvent(EVENT_KILL_ZOMBIE_SINGLE, Seconds(1));
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}
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}
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void DoAction(int32 action) override
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@@ -405,17 +405,19 @@ public:
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if (state == STATE_ZOMBIE_DECIMATED)
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{
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timer += diff;
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Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID);
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// Putting this in the UpdateAI loop fixes an issue where death gripping a decimated zombie would make the zombie stand still until the rest of the fight.
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// Also fix the issue where if one or more zombie is rooted when decimates hits (and MovePoint() is called), the zombie teleport to the boss. pretty weird behavior.
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if (gluth && timer>1600 && me->GetExactDist2d(gluth) > 10.0 && me->CanFreeMove()) // it takes about 1600 ms for the animation to cycle. This way, the animation looks relatively smooth.
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if (Creature* gluth = ObjectAccessor::GetCreature(*me, GluthGUID))
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{
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me->GetMotionMaster()->MovePoint(0, gluth->GetPosition()); // isn't dynamic. So, to take into account Gluth's movement, it must be called periodicly.
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timer = 0;
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}
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if (timer > 1600 && me->GetExactDist2d(gluth) > 10.0 && me->CanFreeMove()) // it takes about 1600 ms for the animation to cycle. This way, the animation looks relatively smooth.
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{
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me->GetMotionMaster()->MovePoint(0, gluth->GetPosition()); // isn't dynamic. So, to take into account Gluth's movement, it must be called periodicly.
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timer = 0;
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}
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if (me->GetExactDist2d(gluth) <= 10.0)
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me->StopMoving();
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if (me->GetExactDist2d(gluth) <= 10.0)
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me->StopMoving();
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}
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}
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else if (state == STATE_ZOMBIE_NORMAL)
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DoMeleeAttackIfReady();
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@@ -430,10 +432,10 @@ public:
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{
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me->SetReactState(ReactStates::REACT_PASSIVE);
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me->AttackStop();
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me->SetTarget(ObjectGuid::Empty);
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me->SetTarget(ObjectGuid::Empty);
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// at this point, the zombie should be non attacking and non moving.
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me->SetWalk(true); // it doesnt seem to work with MoveFollow() (but it does work with MovePoint()).
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me->SetWalk(true); // it doesnt seem to work with MoveFollow() (but it does work with MovePoint()).
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timer = 1000;
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}
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