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authorccrs <ccrs@users.noreply.github.com>2019-08-04 16:58:31 +0200
committerccrs <ccrs@users.noreply.github.com>2019-08-04 16:58:31 +0200
commit37b15e05bc643e6430d94bf5413e9d102a874cc0 (patch)
tree83e6ccda0ee9daf078da2daa3fad7f6508d7ef1c
parent7b541098d5fcc25cc6d4fb20a25571700f407fca (diff)
Core/Creature: 4a219ed codestyle followup
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp48
-rw-r--r--src/server/game/Entities/Creature/Creature.h10
2 files changed, 29 insertions, 29 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 0ad726cc9d4..0573c087ff6 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -752,12 +752,12 @@ void Creature::Update(uint32 diff)
break;
GetThreatManager().Update(diff);
- if (_spellFocusInfo.delay)
+ if (_spellFocusInfo.Delay)
{
- if (_spellFocusInfo.delay <= diff)
+ if (_spellFocusInfo.Delay <= diff)
ReacquireSpellFocusTarget();
else
- _spellFocusInfo.delay -= diff;
+ _spellFocusInfo.Delay -= diff;
}
// periodic check to see if the creature has passed an evade boundary
@@ -3029,7 +3029,7 @@ void Creature::SetDisplayId(uint32 modelId)
void Creature::SetTarget(ObjectGuid guid)
{
if (HasSpellFocus())
- _spellFocusInfo.target = guid;
+ _spellFocusInfo.Target = guid;
else
SetGuidValue(UNIT_FIELD_TARGET, guid);
}
@@ -3037,7 +3037,7 @@ void Creature::SetTarget(ObjectGuid guid)
void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target)
{
// already focused
- if (_spellFocusInfo.spell)
+ if (_spellFocusInfo.Spell)
return;
// Prevent dead/feigning death creatures from setting a focus target, so they won't turn
@@ -3062,15 +3062,15 @@ void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target)
return;
// store pre-cast values for target and orientation (used to later restore)
- if (!_spellFocusInfo.delay)
+ if (!_spellFocusInfo.Delay)
{ // only overwrite these fields if we aren't transitioning from one spell focus to another
- _spellFocusInfo.target = GetGuidValue(UNIT_FIELD_TARGET);
- _spellFocusInfo.orientation = GetOrientation();
+ _spellFocusInfo.Target = GetGuidValue(UNIT_FIELD_TARGET);
+ _spellFocusInfo.Orientation = GetOrientation();
}
else // don't automatically reacquire target for the previous spellcast
- _spellFocusInfo.delay = 0;
+ _spellFocusInfo.Delay = 0;
- _spellFocusInfo.spell = focusSpell;
+ _spellFocusInfo.Spell = focusSpell;
bool const noTurnDuringCast = spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST);
// set target, then force send update packet to players if it changed to provide appropriate facing
@@ -3118,30 +3118,30 @@ bool Creature::HasSpellFocus(Spell const* focusSpell) const
{
if (!IsAlive()) // dead creatures cannot focus
{
- if (_spellFocusInfo.spell || _spellFocusInfo.delay)
+ if (_spellFocusInfo.Spell || _spellFocusInfo.Delay)
{
TC_LOG_WARN("entities.unit", "Creature '%s' (entry %u) has spell focus (spell id %u, delay %ums) despite being dead.",
- GetName().c_str(), GetEntry(), _spellFocusInfo.spell ? _spellFocusInfo.spell->GetSpellInfo()->Id : 0, _spellFocusInfo.delay);
+ GetName().c_str(), GetEntry(), _spellFocusInfo.Spell ? _spellFocusInfo.Spell->GetSpellInfo()->Id : 0, _spellFocusInfo.Delay);
}
return false;
}
if (focusSpell)
- return (focusSpell == _spellFocusInfo.spell);
+ return (focusSpell == _spellFocusInfo.Spell);
else
- return (_spellFocusInfo.spell || _spellFocusInfo.delay);
+ return (_spellFocusInfo.Spell || _spellFocusInfo.Delay);
}
void Creature::ReleaseSpellFocus(Spell const* focusSpell, bool withDelay)
{
- if (!_spellFocusInfo.spell)
+ if (!_spellFocusInfo.Spell)
return;
// focused to something else
- if (focusSpell && focusSpell != _spellFocusInfo.spell)
+ if (focusSpell && focusSpell != _spellFocusInfo.Spell)
return;
- if (_spellFocusInfo.spell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
+ if (_spellFocusInfo.Spell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
ClearUnitState(UNIT_STATE_FOCUSING);
if (IsPet()) // player pets do not use delay system
@@ -3150,9 +3150,9 @@ void Creature::ReleaseSpellFocus(Spell const* focusSpell, bool withDelay)
ReacquireSpellFocusTarget();
}
else // don't allow re-target right away to prevent visual bugs
- _spellFocusInfo.delay = withDelay ? 1000 : 1;
+ _spellFocusInfo.Delay = withDelay ? 1000 : 1;
- _spellFocusInfo.spell = nullptr;
+ _spellFocusInfo.Spell = nullptr;
}
void Creature::ReacquireSpellFocusTarget()
@@ -3160,19 +3160,19 @@ void Creature::ReacquireSpellFocusTarget()
if (!HasSpellFocus())
return;
- SetTarget(_spellFocusInfo.target);
+ SetTarget(_spellFocusInfo.Target);
if (!HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN))
{
- if (_spellFocusInfo.target)
+ if (_spellFocusInfo.Target)
{
- if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, _spellFocusInfo.target))
+ if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, _spellFocusInfo.Target))
SetFacingToObject(objTarget, false);
}
else
- SetFacingTo(_spellFocusInfo.orientation, false);
+ SetFacingTo(_spellFocusInfo.Orientation, false);
}
- _spellFocusInfo.delay = 0;
+ _spellFocusInfo.Delay = 0;
}
bool Creature::IsMovementPreventedByCasting() const
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index db770589659..44c659bec70 100644
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -342,7 +342,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
// Handling caster facing during spellcast
void SetTarget(ObjectGuid guid) override;
void ReacquireSpellFocusTarget();
- void DoNotReacquireSpellFocusTarget() { _spellFocusInfo.delay = 0; }
+ void DoNotReacquireSpellFocusTarget() { _spellFocusInfo.Delay = 0; }
void SetSpellFocus(Spell const* focusSpell, WorldObject const* target);
bool HasSpellFocus(Spell const* focusSpell = nullptr) const override;
void ReleaseSpellFocus(Spell const* focusSpell = nullptr, bool withDelay = true);
@@ -434,10 +434,10 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
/* Spell focus system */
struct
{
- Spell const* spell = nullptr;
- uint32 delay = 0; // ms until the creature's target should snap back (0 = no snapback scheduled)
- ObjectGuid target; // the creature's "real" target while casting
- float orientation = 0.0f; // the creature's "real" orientation while casting
+ Spell const* Spell = nullptr;
+ uint32 Delay = 0; // ms until the creature's target should snap back (0 = no snapback scheduled)
+ ObjectGuid Target; // the creature's "real" target while casting
+ float Orientation = 0.0f; // the creature's "real" orientation while casting
} _spellFocusInfo;
time_t _lastDamagedTime; // Part of Evade mechanics