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authormegamage <none@none>2009-02-15 17:33:36 -0600
committermegamage <none@none>2009-02-15 17:33:36 -0600
commitbb75ff7b79e89dac82f3ee1c740eb6079c7ec43b (patch)
treea48ea1fe70e395573e7ca4be4058fe894bbc2bdf /src/game/Player.h
parent058b7c32e40332a620d8e294b4defba81e14dfc0 (diff)
*Cleanup of charm/farsight code. Hope this can fix some crash bugs.
--HG-- branch : trunk
Diffstat (limited to 'src/game/Player.h')
-rw-r--r--src/game/Player.h12
1 files changed, 3 insertions, 9 deletions
diff --git a/src/game/Player.h b/src/game/Player.h
index a149e559a3a..7137738d20d 100644
--- a/src/game/Player.h
+++ b/src/game/Player.h
@@ -899,17 +899,11 @@ class TRINITY_DLL_SPEC Player : public Unit
void RemoveFromWorld();
void SetViewport(uint64 guid, bool movable);
- void RemovePossess(bool attack = true);
- void StopCharmOrPossess()
- {
- if(isPossessing())
- RemovePossess(true);
- else if(GetCharm())
- Uncharm();
- }
+ void StopCastingCharm() { Uncharm(); }
+ void StopBindSight();
WorldObject* GetFarsightTarget() const;
void ClearFarsight();
- void RemoveFarsightTarget();
+ void StopCastingBindSight();
void SetFarsightTarget(WorldObject* target);
// Controls if vision is currently on farsight object, updated in FAR_SIGHT opcode
void SetFarsightVision(bool apply) { m_farsightVision = apply; }