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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/ThreatManager.cpp
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/ThreatManager.cpp')
-rw-r--r--src/game/ThreatManager.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/ThreatManager.cpp b/src/game/ThreatManager.cpp
index ad22ba6b5c1..8b4ea04718f 100644
--- a/src/game/ThreatManager.cpp
+++ b/src/game/ThreatManager.cpp
@@ -370,7 +370,7 @@ void ThreatManager::addThreat(Unit* pVictim, float fThreat, SpellSchoolMask scho
return;
// not to GM
- if (!pVictim || (pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster()))
+ if (!pVictim || (pVictim->GetTypeId() == TYPEID_PLAYER && pVictim->ToPlayer()->isGameMaster()))
return;
// not to dead and not for dead
@@ -406,7 +406,7 @@ void ThreatManager::_addThreat(Unit *pVictim, float fThreat)
HostilReference* hostilReference = new HostilReference(pVictim, this, 0);
iThreatContainer.addReference(hostilReference);
hostilReference->addThreat(fThreat); // now we add the real threat
- if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster())
+ if(pVictim->GetTypeId() == TYPEID_PLAYER && pVictim->ToPlayer()->isGameMaster())
hostilReference->setOnlineOfflineState(false); // GM is always offline
}
}