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authorariel- <ariel-@users.noreply.github.com>2017-06-01 02:29:20 -0300
committerariel- <ariel-@users.noreply.github.com>2017-06-01 02:29:20 -0300
commitce3787f190d28c1e981598eef2cd24c622a2cbae (patch)
treef4ce0a59533e64e4892d0f0d074be9c7cb166da2 /src/server/game/Entities/GameObject
parentaeaa8ecfabc2885aa24a86ce22034718cb4f62d8 (diff)
Core/AI: Factory functions cleanup
- Get rid of fugly void pointers - Streamlined AI selection code, using Permissible as it should've been instead of harcoded checks on the selector code - Moved IdleMovementGenerator singleton to factory code
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp7
-rw-r--r--src/server/game/Entities/GameObject/GameObject.h2
2 files changed, 3 insertions, 6 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 1ef38424073..0a4f8469c9f 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -144,12 +144,9 @@ bool GameObject::AIM_Initialize()
return true;
}
-std::string GameObject::GetAIName() const
+std::string const& GameObject::GetAIName() const
{
- if (GameObjectTemplate const* got = sObjectMgr->GetGameObjectTemplate(GetEntry()))
- return got->AIName;
-
- return "";
+ return sObjectMgr->GetGameObjectTemplate(GetEntry())->AIName;
}
void GameObject::CleanupsBeforeDelete(bool finalCleanup)
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index f6421f9af02..371728c7196 100644
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -876,7 +876,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
uint32 GetScriptId() const;
GameObjectAI* AI() const { return m_AI; }
- std::string GetAIName() const;
+ std::string const& GetAIName() const;
void SetDisplayId(uint32 displayid);
uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }