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authorShauren <shauren.trinity@gmail.com>2012-02-23 13:01:16 +0100
committerShauren <shauren.trinity@gmail.com>2012-02-23 13:01:16 +0100
commitdc28b924151374776aefa04935379ad095eb4c06 (patch)
tree011094e08fea11d09cc6643a8284702f43c948f6 /src/server/game/Entities/Unit
parentdbd8cbcfc4e5f89da98551db90e34a91ed339f3d (diff)
Core: Random cleanup + compile fix
Diffstat (limited to 'src/server/game/Entities/Unit')
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp30
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.h3
2 files changed, 26 insertions, 7 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 69fb9906efb..41d13f38cc8 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -1469,8 +1469,8 @@ uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo
if (GetTypeId() == TYPEID_PLAYER)
{
float bonusPct = 0;
- AuraEffectList const& ResIgnoreAuras = GetAuraEffectsByType(SPELL_AURA_MOD_ARMOR_PENETRATION_PCT);
- for (AuraEffectList::const_iterator itr = ResIgnoreAuras.begin(); itr != ResIgnoreAuras.end(); ++itr)
+ AuraEffectList const& armorPenAuras = GetAuraEffectsByType(SPELL_AURA_MOD_ARMOR_PENETRATION_PCT);
+ for (AuraEffectList::const_iterator itr = armorPenAuras.begin(); itr != armorPenAuras.end(); ++itr)
{
if ((*itr)->GetSpellInfo()->EquippedItemClass == -1)
{
@@ -15459,7 +15459,7 @@ void Unit::Kill(Unit* victim, bool durabilityLoss)
// Inform pets (if any) when player kills target)
// MUST come after victim->setDeathState(JUST_DIED); or pet next target
// selection will get stuck on same target and break pet react state
- if (Player* player = ToPlayer())
+ if (player)
{
Pet* pet = player->GetPet();
if (pet && pet->isAlive() && pet->isControlled())
@@ -17003,7 +17003,7 @@ void Unit::ExitVehicle(Position const* exitPosition)
return;
GetVehicleBase()->RemoveAurasByType(SPELL_AURA_CONTROL_VEHICLE, GetGUID());
- //! The following call would not even be executed successfully as the
+ //! The following call would not even be executed successfully as the
//! SPELL_AURA_CONTROL_VEHICLE unapply handler already calls _ExitVehicle without
//! specifying an exitposition. The subsequent call below would return on if (!m_vehicle).
/*_ExitVehicle(exitPosition);*/
@@ -17456,10 +17456,28 @@ void Unit::SetFacingToObject(WorldObject* pObject)
SetFacingTo(GetAngle(pObject));
}
-void Unit::SetWalk(bool enable)
+bool Unit::SetWalk(bool enable)
+{
+ if (enable == IsWalking())
+ return false;
+
+ if (enable)
+ AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
+ else
+ RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
+
+ return true;
+}
+
+bool Unit::SetLevitate(bool enable)
{
+ if (enable == IsLevitating())
+ return false;
+
if (enable)
AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
else
RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
-} \ No newline at end of file
+
+ return true;
+}
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 00f96f15a2c..0fe5f3d8ca3 100755
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1627,7 +1627,8 @@ class Unit : public WorldObject
void SendMovementFlagUpdate();
bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_LEVITATING);}
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);}
- virtual void SetWalk(bool enable);
+ virtual bool SetWalk(bool enable);
+ virtual bool SetLevitate(bool enable);
void SetInFront(Unit const* target);
void SetFacingTo(float ori);