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authorShauren <shauren.trinity@gmail.com>2022-03-29 11:30:49 +0200
committerShauren <shauren.trinity@gmail.com>2022-03-29 11:30:49 +0200
commitd611925dc7ab2b3f19c5ee9e0f75b8dfb6de1291 (patch)
tree4428ac0728c043ca1cb4fc55427f87268ab4860c /src/server/game/AI/ScriptedAI
parentc02b829788cb274a68b125aee4dab35b9a56a2b8 (diff)
Core/Units: Reduce differences between branches part 1 - unit updatefield accessors
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp8
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp2
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp2
3 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index 0f1260bf1fc..4625876abb9 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -305,7 +305,7 @@ SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mec
return nullptr;
// Silenced so we can't cast
- if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
+ if (me->HasUnitFlag(UNIT_FLAG_SILENCED))
return nullptr;
// Using the extended script system we first create a list of viable spells
@@ -471,13 +471,13 @@ void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO
}
if (mainHand >= 0)
- me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
+ me->SetVirtualItem(0, uint32(mainHand));
if (offHand >= 0)
- me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
+ me->SetVirtualItem(1, uint32(offHand));
if (ranged >= 0)
- me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
+ me->SetVirtualItem(2, uint32(ranged));
}
void ScriptedAI::SetCombatMovement(bool allowMovement)
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 4ad42066d77..ca5d4c5484e 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -321,7 +321,7 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL);
// disable npcflags
- me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
+ me->ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE);
if (me->IsImmuneToNPC())
{
_hasImmuneToNPCFlags = true;
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index d945512a9bf..876e1f4b916 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -185,7 +185,7 @@ void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 q
me->GetMotionMaster()->Clear(MOTION_PRIORITY_NORMAL);
me->PauseMovement();
- me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
+ me->ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE);
AddFollowState(STATE_FOLLOW_INPROGRESS);