diff options
author | visagalis <none@none> | 2008-11-14 16:28:45 -0600 |
---|---|---|
committer | visagalis <none@none> | 2008-11-14 16:28:45 -0600 |
commit | d1e759479b3f31cccc270e40d3e6af13204eb627 (patch) | |
tree | 59ff1f0ae9e3537bdcd1aba10141a83d18fb02ab /src/game/GameObject.cpp | |
parent | eefcc9026b638ba1e114b208ce8f40e9d49bdf65 (diff) |
[svn] *** Source: MaNGOS ***
* Fixed build extractor at Windows Vista. Author: Vladimir
* Fixed comment text and code indentifiers spelling. Author: Vladimir & Paradox.
* Access cached member lists in guild handlers instead of querying the DB. Author: Hunuza
* Small fixes in send/received packet and simple code cleanup also. Author: Vladimir
* Not output error at loading empty character_ticket table. Author: Vladimir
* Not reset display model at shapeshift aura remove if it not set at apply. Author: Arthorius
* Applied props to few files.
--HG--
branch : trunk
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r-- | src/game/GameObject.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index 595759a5451..f725e8063c8 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -65,7 +65,7 @@ GameObject::~GameObject() { if(m_uint32Values) // field array can be not exist if GameOBject not loaded { - // crash possable at access to deleted GO in Unit::m_gameobj + // crash possible at access to deleted GO in Unit::m_gameobj uint64 owner_guid = GetOwnerGUID(); if(owner_guid) { @@ -73,7 +73,7 @@ GameObject::~GameObject() if(owner) owner->RemoveGameObject(this,false); else if(!IS_PLAYER_GUID(owner_guid)) - sLog.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possable later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid)); + sLog.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possible later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid)); } } } @@ -209,7 +209,7 @@ void GameObject::Update(uint32 /*p_time*/) ((Player*)caster)->SendMessageToSet(&data,true); } - m_lootState = GO_READY; // can be succesfully open with some chance + m_lootState = GO_READY; // can be successfully open with some chance } return; } @@ -286,7 +286,7 @@ void GameObject::Update(uint32 /*p_time*/) float radius = goInfo->trap.radius; if(!radius) { - if(goInfo->trap.cooldown != 3) // cast in other case (at some triggring/linked go/etc explicit call) + if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call) return; else { @@ -433,7 +433,7 @@ void GameObject::Update(uint32 /*p_time*/) m_respawnTime = time(NULL) + m_respawnDelayTime; // if option not set then object will be saved at grid unload - if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY)) + if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY)) SaveRespawnTime(); ObjectAccessor::UpdateObjectVisibility(this); @@ -486,7 +486,7 @@ void GameObject::getFishLoot(Loot *fishloot) void GameObject::SaveToDB() { // this should only be used when the gameobject has already been loaded - // perferably after adding to map, because mapid may not be valid otherwise + // preferably after adding to map, because mapid may not be valid otherwise GameObjectData const *data = objmgr.GetGOData(m_DBTableGuid); if(!data) { @@ -1284,4 +1284,4 @@ void GameObject::CastSpell(Unit* target, uint32 spell) } //trigger->setDeathState(JUST_DIED); //trigger->RemoveCorpse(); -}
\ No newline at end of file +} |