diff options
| author | megamage <none@none.none> | 2011-10-18 10:53:34 -0400 |
|---|---|---|
| committer | megamage <none@none.none> | 2011-10-18 10:53:34 -0400 |
| commit | c29ff410015be2ef8c8c55ba3015940962ff56c3 (patch) | |
| tree | d2b5b36bbf32bbb695ef0f1456a461294609fd06 /src/server/game/Entities/Creature | |
| parent | e3f8588a227cbf9108f396131a199d75868bf539 (diff) | |
Rename some classes in grid system.
Note: The naming of classes is still confusing. "cell" usually refers to class "Grid", and "grid" usually refers to class "NGrid". But it requires a lot of changes to clean this up.
Diffstat (limited to 'src/server/game/Entities/Creature')
| -rwxr-xr-x | src/server/game/Entities/Creature/Creature.cpp | 14 | ||||
| -rwxr-xr-x | src/server/game/Entities/Creature/Creature.h | 2 |
2 files changed, 8 insertions, 8 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index f9930fd47c7..a4dfe76dd21 100755 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -245,7 +245,7 @@ void Creature::RemoveCorpse(bool setSpawnTime) m_respawnTime = time(NULL) + respawnDelay; float x, y, z, o; - GetRespawnCoord(x, y, z, &o); + GetRespawnPosition(x, y, z, &o); SetHomePosition(x, y, z, o); GetMap()->CreatureRelocation(this, x, y, z, o); } @@ -659,7 +659,7 @@ void Creature::DoFleeToGetAssistance() { Creature* creature = NULL; - CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY())); + CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); @@ -1760,7 +1760,7 @@ SpellInfo const* Creature::reachWithSpellCure(Unit* pVictim) // select nearest hostile unit within the given distance (regardless of threat list). Unit* Creature::SelectNearestTarget(float dist) const { - CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY())); + CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); @@ -1787,7 +1787,7 @@ Unit* Creature::SelectNearestTarget(float dist) const // select nearest hostile unit within the given attack distance (i.e. distance is ignored if > than ATTACK_DISTANCE), regardless of threat list. Unit* Creature::SelectNearestTargetInAttackDistance(float dist) const { - CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY())); + CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); @@ -1850,7 +1850,7 @@ void Creature::CallAssistance() std::list<Creature*> assistList; { - CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY())); + CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); @@ -1883,7 +1883,7 @@ void Creature::CallForHelp(float fRadius) if (fRadius <= 0.0f || !getVictim() || isPet() || isCharmed()) return; - CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY())); + CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); @@ -2205,7 +2205,7 @@ time_t Creature::GetRespawnTimeEx() const return now; } -void Creature::GetRespawnCoord(float &x, float &y, float &z, float* ori, float* dist) const +void Creature::GetRespawnPosition(float &x, float &y, float &z, float* ori, float* dist) const { if (m_DBTableGuid) { diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h index 5a3c80234d8..9f5d8ec202e 100755 --- a/src/server/game/Entities/Creature/Creature.h +++ b/src/server/game/Entities/Creature/Creature.h @@ -456,7 +456,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; } void Update(uint32 time); // overwrited Unit::Update - void GetRespawnCoord(float &x, float &y, float &z, float* ori = NULL, float* dist =NULL) const; + void GetRespawnPosition(float &x, float &y, float &z, float* ori = NULL, float* dist =NULL) const; uint32 GetEquipmentId() const { return GetCreatureInfo()->equipmentId; } void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; } |
