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authorraczman <none@none>2010-03-07 15:20:19 +0100
committerraczman <none@none>2010-03-07 15:20:19 +0100
commit91b8ee104eac7446f9b8cbea7ed9dce641740c8e (patch)
tree2866b76745089d8066dad65b63e5aff07e92f4f6 /src/game/Creature.h
parentaeebe57dc08d8b2d90972f50f00c4a28dd3947ba (diff)
Added new type-safe cast functions.
This, when properly used, should get rid of most memory corruption issues, currently, casting types C-style with no checks leads to some abstract crashing. Functionality is same as with dynamic_cast<>, but with no RTTI check - so when casting into invalid type you will receive NULL, and most probably crash. At the same time, i took the liberty to convert most Player* casts to ToPlayer(). Still needs crapload of casts being moved to new facility. --HG-- branch : trunk
Diffstat (limited to 'src/game/Creature.h')
-rw-r--r--src/game/Creature.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game/Creature.h b/src/game/Creature.h
index d073901a13d..1d0a2fd560f 100644
--- a/src/game/Creature.h
+++ b/src/game/Creature.h
@@ -663,6 +663,7 @@ class Creature : public Unit, public GridObject<Creature>
static float _GetDamageMod(int32 Rank);
float m_SightDistance, m_CombatDistance;
+
protected:
bool CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, uint32 team, const CreatureData *data = NULL);
bool InitEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);