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authorShocker <shocker@freakz.ro>2012-02-03 19:02:17 +0200
committerShocker <shocker@freakz.ro>2012-02-03 19:02:17 +0200
commit08be716ef8a53a239ca4b2dc1df37dc9c65e8892 (patch)
tree479616d7f08bb2998b242439979600b793a310c5 /src/server/game/Entities
parente602619912654ef0b97f02fa97aa7dbb537c2f89 (diff)
Core/Misc: Rename UNIT_STAT_* enums to UNIT_STATE_*
Diffstat (limited to 'src/server/game/Entities')
-rwxr-xr-xsrc/server/game/Entities/Creature/Creature.cpp6
-rwxr-xr-xsrc/server/game/Entities/Creature/Creature.h2
-rwxr-xr-xsrc/server/game/Entities/Object/Object.cpp2
-rwxr-xr-xsrc/server/game/Entities/Player/Player.cpp8
-rwxr-xr-xsrc/server/game/Entities/Player/Player.h2
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp110
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.h88
-rwxr-xr-xsrc/server/game/Entities/Vehicle/Vehicle.cpp8
8 files changed, 113 insertions, 113 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 23865dd9e41..d29fb5bdad6 100755
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -685,7 +685,7 @@ void Creature::DoFleeToGetAssistance()
if (!creature)
//SetFeared(true, getVictim()->GetGUID(), 0, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY));
//TODO: use 31365
- SetControlled(true, UNIT_STAT_FLEEING);
+ SetControlled(true, UNIT_STATE_FLEEING);
else
GetMotionMaster()->MoveSeekAssistance(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ());
}
@@ -1536,7 +1536,7 @@ void Creature::setDeathState(DeathState s)
if (GetCreatureInfo()->InhabitType & INHABIT_WATER)
AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
- ClearUnitState(uint32(UNIT_STAT_ALL_STATE));
+ ClearUnitState(uint32(UNIT_STATE_ALL_STATE));
SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
LoadCreaturesAddon(true);
Motion_Initialize();
@@ -1947,7 +1947,7 @@ bool Creature::_IsTargetAcceptable(const Unit* target) const
|| (m_vehicle && (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))))
return false;
- if (target->HasUnitState(UNIT_STAT_DIED))
+ if (target->HasUnitState(UNIT_STATE_DIED))
{
// guards can detect fake death
if (isGuard() && target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH))
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index 05339f1da53..e622c48761c 100755
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -512,7 +512,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature
uint8 getLevelForTarget(WorldObject const* target) const; // overwrite Unit::getLevelForTarget for boss level support
- bool IsInEvadeMode() const { return HasUnitState(UNIT_STAT_EVADE); }
+ bool IsInEvadeMode() const { return HasUnitState(UNIT_STATE_EVADE); }
bool AIM_Initialize(CreatureAI* ai = NULL);
void Motion_Initialize();
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index 732171da67a..1a8eb8f82e2 100755
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -2458,7 +2458,7 @@ namespace Trinity
float x, y, z;
- if (!c->isAlive() || c->HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) ||
+ if (!c->isAlive() || c->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) ||
!c->GetMotionMaster()->GetDestination(x, y, z))
{
x = c->GetPositionX();
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 83ea7f4ed03..697e225815a 100755
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -1589,7 +1589,7 @@ void Player::Update(uint32 p_time)
GetAchievementMgr().UpdateTimedAchievements(p_time);
- if (HasUnitState(UNIT_STAT_MELEE_ATTACKING) && !HasUnitState(UNIT_STAT_CASTING))
+ if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING))
{
if (Unit* pVictim = getVictim())
{
@@ -11385,7 +11385,7 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool
{
// May be here should be more stronger checks; STUNNED checked
// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
- if (HasUnitState(UNIT_STAT_STUNNED))
+ if (HasUnitState(UNIT_STATE_STUNNED))
return EQUIP_ERR_YOU_ARE_STUNNED;
// do not allow equipping gear except weapons, offhands, projectiles, relics in
@@ -20265,7 +20265,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
return false;
// not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
- if (GetSession()->isLogingOut() || isInCombat() || HasUnitState(UNIT_STAT_STUNNED) || HasUnitState(UNIT_STAT_ROOT))
+ if (GetSession()->isLogingOut() || isInCombat() || HasUnitState(UNIT_STATE_STUNNED) || HasUnitState(UNIT_STATE_ROOT))
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIPLAYERBUSY);
@@ -21560,7 +21560,7 @@ void Player::SendInitialVisiblePackets(Unit* target)
SendAurasForTarget(target);
if (target->isAlive())
{
- if (target->HasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim())
+ if (target->HasUnitState(UNIT_STATE_MELEE_ATTACKING) && target->getVictim())
target->SendMeleeAttackStart(target->getVictim());
}
}
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index 2fa171cf3f9..489b4eacec5 100755
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -1806,7 +1806,7 @@ class Player : public Unit, public GridObject<Player>
void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;}
void ResetContestedPvP()
{
- ClearUnitState(UNIT_STAT_ATTACK_PLAYER);
+ ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
m_contestedPvPTimer = 0;
}
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 289a600e88a..a513c1dd929 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -316,7 +316,7 @@ void Unit::Update(uint32 p_time)
// update combat timer only for players and pets (only pets with PetAI)
if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || (ToCreature()->isPet() && IsControlledByPlayer())))
{
- // Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
+ // Check UNIT_STATE_MELEE_ATTACKING or UNIT_STATE_CHASE (without UNIT_STATE_FOLLOW in this case) so pets can reach far away
// targets without stopping half way there and running off.
// These flags are reset after target dies or another command is given.
if (m_HostileRefManager.isEmpty())
@@ -518,7 +518,7 @@ bool Unit::HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint
void Unit::DealDamageMods(Unit* victim, uint32 &damage, uint32* absorb)
{
- if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
+ if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
{
if (absorb)
*absorb += damage;
@@ -1046,7 +1046,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
if (!victim)
return;
- if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
+ if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
return;
SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(damageInfo->SpellID);
@@ -1263,7 +1263,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
{
Unit* victim = damageInfo->target;
- if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
+ if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
return;
// Hmmmm dont like this emotes client must by self do all animations
@@ -1839,7 +1839,7 @@ void Unit::CalcHealAbsorb(Unit* victim, const SpellInfo* healSpell, uint32 &heal
void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool extra)
{
- if (HasUnitState(UNIT_STAT_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
+ if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
return;
if (!victim->isAlive())
@@ -2557,7 +2557,7 @@ uint32 Unit::GetDefenseSkillValue(Unit const* target) const
float Unit::GetUnitDodgeChance() const
{
- if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
+ if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
return 0.0f;
if (GetTypeId() == TYPEID_PLAYER)
@@ -2577,7 +2577,7 @@ float Unit::GetUnitDodgeChance() const
float Unit::GetUnitParryChance() const
{
- if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
+ if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
return 0.0f;
float chance = 0.0f;
@@ -2623,7 +2623,7 @@ float Unit::GetUnitMissChance(WeaponAttackType attType) const
float Unit::GetUnitBlockChance() const
{
- if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
+ if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
return 0.0f;
if (Player const* player = ToPlayer())
@@ -2875,7 +2875,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
m_AutoRepeatFirstCast = true;
}
- AddUnitState(UNIT_STAT_CASTING);
+ AddUnitState(UNIT_STATE_CASTING);
} break;
case CURRENT_CHANNELED_SPELL:
@@ -2888,7 +2888,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != 75)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
- AddUnitState(UNIT_STAT_CASTING);
+ AddUnitState(UNIT_STATE_CASTING);
} break;
case CURRENT_AUTOREPEAT_SPELL:
@@ -9347,16 +9347,16 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
// switch to melee attack from ranged/magic
if (meleeAttack)
{
- if (!HasUnitState(UNIT_STAT_MELEE_ATTACKING))
+ if (!HasUnitState(UNIT_STATE_MELEE_ATTACKING))
{
- AddUnitState(UNIT_STAT_MELEE_ATTACKING);
+ AddUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStart(victim);
return true;
}
}
- else if (HasUnitState(UNIT_STAT_MELEE_ATTACKING))
+ else if (HasUnitState(UNIT_STATE_MELEE_ATTACKING))
{
- ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
+ ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStop(victim);
return true;
}
@@ -9366,7 +9366,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
// switch target
InterruptSpell(CURRENT_MELEE_SPELL);
if (!meleeAttack)
- ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
+ ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
}
if (m_attacking)
@@ -9379,7 +9379,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
SetTarget(victim->GetGUID());
if (meleeAttack)
- AddUnitState(UNIT_STAT_MELEE_ATTACKING);
+ AddUnitState(UNIT_STATE_MELEE_ATTACKING);
// set position before any AI calls/assistance
//if (GetTypeId() == TYPEID_UNIT)
@@ -9420,7 +9420,7 @@ bool Unit::AttackStop()
// Clear our target
SetTarget(0);
- ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
+ ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
InterruptSpell(CURRENT_MELEE_SPELL);
@@ -9463,7 +9463,7 @@ void Unit::CombatStopWithPets(bool includingCast)
bool Unit::isAttackingPlayer() const
{
- if (HasUnitState(UNIT_STAT_ATTACK_PLAYER))
+ if (HasUnitState(UNIT_STATE_ATTACK_PLAYER))
return true;
for (ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
@@ -11899,7 +11899,7 @@ void Unit::Dismount()
{
if (Pet* pPet = player->GetPet())
{
- if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STAT_STUNNED))
+ if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STATE_STUNNED))
pPet->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
}
else
@@ -11968,7 +11968,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (PvP)
m_CombatTimer = 5000;
- if (isInCombat() || HasUnitState(UNIT_STAT_EVADE))
+ if (isInCombat() || HasUnitState(UNIT_STATE_EVADE))
return;
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
@@ -12021,7 +12021,7 @@ void Unit::ClearInCombat()
if (creature->GetCreatureInfo() && creature->GetCreatureInfo()->unit_flags & UNIT_FLAG_OOC_NOT_ATTACKABLE)
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); // re-apply Out of Combat Non Attackable flag if we leave combat, can be overriden in scripts in EnterEvadeMode()
- ClearUnitState(UNIT_STAT_ATTACK_PLAYER);
+ ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
SetUInt32Value(UNIT_DYNAMIC_FLAGS, creature->GetCreatureInfo()->dynamicflags);
@@ -12053,7 +12053,7 @@ bool Unit::isTargetableForAttack(bool checkFakeDeath) const
if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->isGameMaster())
return false;
- return !HasUnitState(UNIT_STAT_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STAT_DIED));
+ return !HasUnitState(UNIT_STATE_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STATE_DIED));
}
bool Unit::IsValidAttackTarget(Unit const* target) const
@@ -12071,7 +12071,7 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell) co
return false;
// can't attack unattackable units or GMs
- if (target->HasUnitState(UNIT_STAT_UNATTACKABLE)
+ if (target->HasUnitState(UNIT_STATE_UNATTACKABLE)
|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster()))
return false;
@@ -12165,7 +12165,7 @@ bool Unit::_IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) co
return true;
// can't assist unattackable units or GMs
- if (target->HasUnitState(UNIT_STAT_UNATTACKABLE)
+ if (target->HasUnitState(UNIT_STATE_UNATTACKABLE)
|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster()))
return false;
@@ -14596,7 +14596,7 @@ void Unit::SendPetAIReaction(uint64 guid)
void Unit::StopMoving()
{
- ClearUnitState(UNIT_STAT_MOVING);
+ ClearUnitState(UNIT_STATE_MOVING);
// not need send any packets if not in world
if (!IsInWorld())
@@ -14978,16 +14978,16 @@ void Unit::SetContestedPvP(Player* attackedPlayer)
return;
player->SetContestedPvPTimer(30000);
- if (!player->HasUnitState(UNIT_STAT_ATTACK_PLAYER))
+ if (!player->HasUnitState(UNIT_STATE_ATTACK_PLAYER))
{
- player->AddUnitState(UNIT_STAT_ATTACK_PLAYER);
+ player->AddUnitState(UNIT_STATE_ATTACK_PLAYER);
player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
// call MoveInLineOfSight for nearby contested guards
UpdateObjectVisibility();
}
- if (!HasUnitState(UNIT_STAT_ATTACK_PLAYER))
+ if (!HasUnitState(UNIT_STATE_ATTACK_PLAYER))
{
- AddUnitState(UNIT_STAT_ATTACK_PLAYER);
+ AddUnitState(UNIT_STATE_ATTACK_PLAYER);
// call MoveInLineOfSight for nearby contested guards
UpdateObjectVisibility();
}
@@ -15555,28 +15555,28 @@ void Unit::SetControlled(bool apply, UnitState state)
AddUnitState(state);
switch (state)
{
- case UNIT_STAT_STUNNED:
+ case UNIT_STATE_STUNNED:
SetStunned(true);
CastStop();
break;
- case UNIT_STAT_ROOT:
- if (!HasUnitState(UNIT_STAT_STUNNED))
+ case UNIT_STATE_ROOT:
+ if (!HasUnitState(UNIT_STATE_STUNNED))
SetRooted(true);
break;
- case UNIT_STAT_CONFUSED:
- if (!HasUnitState(UNIT_STAT_STUNNED))
+ case UNIT_STATE_CONFUSED:
+ if (!HasUnitState(UNIT_STATE_STUNNED))
{
- ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
+ ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetConfused(true);
CastStop();
}
break;
- case UNIT_STAT_FLEEING:
- if (!HasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
+ case UNIT_STATE_FLEEING:
+ if (!HasUnitState(UNIT_STATE_STUNNED | UNIT_STATE_CONFUSED))
{
- ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
+ ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetFeared(true);
@@ -15591,29 +15591,29 @@ void Unit::SetControlled(bool apply, UnitState state)
{
switch (state)
{
- case UNIT_STAT_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return;
+ case UNIT_STATE_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return;
else SetStunned(false); break;
- case UNIT_STAT_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return;
+ case UNIT_STATE_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return;
else SetRooted(false); break;
- case UNIT_STAT_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return;
+ case UNIT_STATE_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return;
else SetConfused(false); break;
- case UNIT_STAT_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return;
+ case UNIT_STATE_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return;
else SetFeared(false); break;
default: return;
}
ClearUnitState(state);
- if (HasUnitState(UNIT_STAT_STUNNED))
+ if (HasUnitState(UNIT_STATE_STUNNED))
SetStunned(true);
else
{
- if (HasUnitState(UNIT_STAT_ROOT))
+ if (HasUnitState(UNIT_STATE_ROOT))
SetRooted(true);
- if (HasUnitState(UNIT_STAT_CONFUSED))
+ if (HasUnitState(UNIT_STATE_CONFUSED))
SetConfused(true);
- else if (HasUnitState(UNIT_STAT_FLEEING))
+ else if (HasUnitState(UNIT_STATE_FLEEING))
SetFeared(true);
}
}
@@ -15655,7 +15655,7 @@ void Unit::SetStunned(bool apply)
if (!owner || (owner->GetTypeId() == TYPEID_PLAYER && !owner->ToPlayer()->IsMounted()))
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
- if (!HasUnitState(UNIT_STAT_ROOT)) // prevent moving if it also has root effect
+ if (!HasUnitState(UNIT_STATE_ROOT)) // prevent moving if it also has root effect
{
WorldPacket data(SMSG_FORCE_MOVE_UNROOT, 8+4);
data.append(GetPackGUID());
@@ -15697,7 +15697,7 @@ void Unit::SetRooted(bool apply)
}
else
{
- if (!HasUnitState(UNIT_STAT_STUNNED)) // prevent moving if it also has stun effect
+ if (!HasUnitState(UNIT_STATE_STUNNED)) // prevent moving if it also has stun effect
{
if (GetTypeId() == TYPEID_PLAYER)
{
@@ -15789,7 +15789,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
return false;
}
- //if (HasUnitState(UNIT_STAT_UNATTACKABLE))
+ //if (HasUnitState(UNIT_STATE_UNATTACKABLE))
// return false;
if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetTransport())
@@ -15882,7 +15882,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
charmer->ToPlayer()->VehicleSpellInitialize();
break;
case CHARM_TYPE_POSSESS:
- AddUnitState(UNIT_STAT_POSSESSED);
+ AddUnitState(UNIT_STATE_POSSESSED);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);
charmer->ToPlayer()->SetClientControl(this, 1);
@@ -15933,7 +15933,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
}
CharmType type;
- if (HasUnitState(UNIT_STAT_POSSESSED))
+ if (HasUnitState(UNIT_STATE_POSSESSED))
type = CHARM_TYPE_POSSESS;
else if (charmer && charmer->IsOnVehicle(this))
type = CHARM_TYPE_VEHICLE;
@@ -15951,7 +15951,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
if (type == CHARM_TYPE_POSSESS)
{
- ClearUnitState(UNIT_STAT_POSSESSED);
+ ClearUnitState(UNIT_STATE_POSSESSED);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
}
@@ -16990,7 +16990,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
Vehicle* vehicle = m_vehicle;
m_vehicle = NULL;
- SetControlled(false, UNIT_STAT_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
+ SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
Position pos;
if (!exitPosition) // Exit position not specified
@@ -16998,7 +16998,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
else
pos = *exitPosition;
- AddUnitState(UNIT_STAT_MOVE);
+ AddUnitState(UNIT_STATE_MOVE);
if (GetTypeId() == TYPEID_PLAYER)
ToPlayer()->SetFallInformation(0, GetPositionZ());
@@ -17390,7 +17390,7 @@ bool CharmInfo::IsReturning()
void Unit::SetInFront(Unit const* target)
{
- if (!HasUnitState(UNIT_STAT_CANNOT_TURN))
+ if (!HasUnitState(UNIT_STATE_CANNOT_TURN))
SetOrientation(GetAngle(target));
}
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index b64a2e210bc..bb2ab7b9e2d 100755
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -469,46 +469,46 @@ enum DeathState
enum UnitState
{
- UNIT_STAT_DIED = 0x00000001, // player has fake death aura
- UNIT_STAT_MELEE_ATTACKING = 0x00000002, // player is melee attacking someone
- //UNIT_STAT_MELEE_ATTACK_BY = 0x00000004, // player is melee attack by someone
- UNIT_STAT_STUNNED = 0x00000008,
- UNIT_STAT_ROAMING = 0x00000010,
- UNIT_STAT_CHASE = 0x00000020,
- //UNIT_STAT_SEARCHING = 0x00000040,
- UNIT_STAT_FLEEING = 0x00000080,
- UNIT_STAT_IN_FLIGHT = 0x00000100, // player is in flight mode
- UNIT_STAT_FOLLOW = 0x00000200,
- UNIT_STAT_ROOT = 0x00000400,
- UNIT_STAT_CONFUSED = 0x00000800,
- UNIT_STAT_DISTRACTED = 0x00001000,
- UNIT_STAT_ISOLATED = 0x00002000, // area auras do not affect other players
- UNIT_STAT_ATTACK_PLAYER = 0x00004000,
- UNIT_STAT_CASTING = 0x00008000,
- UNIT_STAT_POSSESSED = 0x00010000,
- UNIT_STAT_CHARGING = 0x00020000,
- UNIT_STAT_JUMPING = 0x00040000,
- UNIT_STAT_ONVEHICLE = 0x00080000,
- UNIT_STAT_MOVE = 0x00100000,
- UNIT_STAT_ROTATING = 0x00200000,
- UNIT_STAT_EVADE = 0x00400000,
- UNIT_STAT_ROAMING_MOVE = 0x00800000,
- UNIT_STAT_CONFUSED_MOVE = 0x01000000,
- UNIT_STAT_FLEEING_MOVE = 0x02000000,
- UNIT_STAT_CHASE_MOVE = 0x04000000,
- UNIT_STAT_FOLLOW_MOVE = 0x08000000,
- UNIT_STAT_UNATTACKABLE = (UNIT_STAT_IN_FLIGHT | UNIT_STAT_ONVEHICLE),
- //UNIT_STAT_MOVING = (UNIT_STAT_ROAMING | UNIT_STAT_CHASE),
+ UNIT_STATE_DIED = 0x00000001, // player has fake death aura
+ UNIT_STATE_MELEE_ATTACKING = 0x00000002, // player is melee attacking someone
+ //UNIT_STATE_MELEE_ATTACK_BY = 0x00000004, // player is melee attack by someone
+ UNIT_STATE_STUNNED = 0x00000008,
+ UNIT_STATE_ROAMING = 0x00000010,
+ UNIT_STATE_CHASE = 0x00000020,
+ //UNIT_STATE_SEARCHING = 0x00000040,
+ UNIT_STATE_FLEEING = 0x00000080,
+ UNIT_STATE_IN_FLIGHT = 0x00000100, // player is in flight mode
+ UNIT_STATE_FOLLOW = 0x00000200,
+ UNIT_STATE_ROOT = 0x00000400,
+ UNIT_STATE_CONFUSED = 0x00000800,
+ UNIT_STATE_DISTRACTED = 0x00001000,
+ UNIT_STATE_ISOLATED = 0x00002000, // area auras do not affect other players
+ UNIT_STATE_ATTACK_PLAYER = 0x00004000,
+ UNIT_STATE_CASTING = 0x00008000,
+ UNIT_STATE_POSSESSED = 0x00010000,
+ UNIT_STATE_CHARGING = 0x00020000,
+ UNIT_STATE_JUMPING = 0x00040000,
+ UNIT_STATE_ONVEHICLE = 0x00080000,
+ UNIT_STATE_MOVE = 0x00100000,
+ UNIT_STATE_ROTATING = 0x00200000,
+ UNIT_STATE_EVADE = 0x00400000,
+ UNIT_STATE_ROAMING_MOVE = 0x00800000,
+ UNIT_STATE_CONFUSED_MOVE = 0x01000000,
+ UNIT_STATE_FLEEING_MOVE = 0x02000000,
+ UNIT_STATE_CHASE_MOVE = 0x04000000,
+ UNIT_STATE_FOLLOW_MOVE = 0x08000000,
+ UNIT_STATE_UNATTACKABLE = (UNIT_STATE_IN_FLIGHT | UNIT_STATE_ONVEHICLE),
+ //UNIT_STATE_MOVING = (UNIT_STATE_ROAMING | UNIT_STATE_CHASE),
// for real move using movegen check and stop (except unstoppable flight)
- UNIT_STAT_MOVING = UNIT_STAT_ROAMING_MOVE | UNIT_STAT_CONFUSED_MOVE | UNIT_STAT_FLEEING_MOVE| UNIT_STAT_CHASE_MOVE | UNIT_STAT_FOLLOW_MOVE ,
- UNIT_STAT_CONTROLLED = (UNIT_STAT_CONFUSED | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING),
- UNIT_STAT_LOST_CONTROL = (UNIT_STAT_CONTROLLED | UNIT_STAT_JUMPING | UNIT_STAT_CHARGING),
- UNIT_STAT_SIGHTLESS = (UNIT_STAT_LOST_CONTROL | UNIT_STAT_EVADE),
- UNIT_STAT_CANNOT_AUTOATTACK = (UNIT_STAT_LOST_CONTROL | UNIT_STAT_CASTING),
- UNIT_STAT_CANNOT_TURN = (UNIT_STAT_LOST_CONTROL | UNIT_STAT_ROTATING),
+ UNIT_STATE_MOVING = UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE| UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE ,
+ UNIT_STATE_CONTROLLED = (UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING),
+ UNIT_STATE_LOST_CONTROL = (UNIT_STATE_CONTROLLED | UNIT_STATE_JUMPING | UNIT_STATE_CHARGING),
+ UNIT_STATE_SIGHTLESS = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_EVADE),
+ UNIT_STATE_CANNOT_AUTOATTACK = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_CASTING),
+ UNIT_STATE_CANNOT_TURN = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_ROTATING),
// stay by different reasons
- UNIT_STAT_NOT_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DIED | UNIT_STAT_DISTRACTED,
- UNIT_STAT_ALL_STATE = 0xffffffff //(UNIT_STAT_STOPPED | UNIT_STAT_MOVING | UNIT_STAT_IN_COMBAT | UNIT_STAT_IN_FLIGHT)
+ UNIT_STATE_NOT_MOVE = UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DIED | UNIT_STATE_DISTRACTED,
+ UNIT_STATE_ALL_STATE = 0xffffffff //(UNIT_STATE_STOPPED | UNIT_STATE_MOVING | UNIT_STATE_IN_COMBAT | UNIT_STATE_IN_FLIGHT)
};
enum UnitMoveType
@@ -1289,8 +1289,8 @@ class Unit : public WorldObject
void ClearUnitState(uint32 f) { m_state &= ~f; }
bool CanFreeMove() const
{
- return !HasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_IN_FLIGHT |
- UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) && GetOwnerGUID() == 0;
+ return !HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT |
+ UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && GetOwnerGUID() == 0;
}
uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
@@ -1525,7 +1525,7 @@ class Unit : public WorldObject
}
bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
- bool isInFlight() const { return HasUnitState(UNIT_STAT_IN_FLIGHT); }
+ bool isInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
bool isInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
void CombatStart(Unit* target, bool initialAggro = true);
@@ -1682,8 +1682,8 @@ class Unit : public WorldObject
void RemoveAllControlled();
bool isCharmed() const { return GetCharmerGUID() != 0; }
- bool isPossessed() const { return HasUnitState(UNIT_STAT_POSSESSED); }
- bool isPossessedByPlayer() const { return HasUnitState(UNIT_STAT_POSSESSED) && IS_PLAYER_GUID(GetCharmerGUID()); }
+ bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); }
+ bool isPossessedByPlayer() const { return HasUnitState(UNIT_STATE_POSSESSED) && IS_PLAYER_GUID(GetCharmerGUID()); }
bool isPossessing() const
{
if (Unit* u = GetCharm())
@@ -2048,7 +2048,7 @@ class Unit : public WorldObject
MotionMaster* GetMotionMaster() { return &i_motionMaster; }
const MotionMaster* GetMotionMaster() const { return &i_motionMaster; }
- bool IsStopped() const { return !(HasUnitState(UNIT_STAT_MOVING)); }
+ bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); }
void StopMoving();
void AddUnitMovementFlag(uint32 f) { m_movementInfo.flags |= f; }
diff --git a/src/server/game/Entities/Vehicle/Vehicle.cpp b/src/server/game/Entities/Vehicle/Vehicle.cpp
index 7e4bebaab95..fc6c6cb063e 100755
--- a/src/server/game/Entities/Vehicle/Vehicle.cpp
+++ b/src/server/game/Entities/Vehicle/Vehicle.cpp
@@ -176,7 +176,7 @@ void Vehicle::ApplyAllImmunities()
case 160: // Strand of the Ancients
case 244: // Wintergrasp
case 510: // Isle of Conquest
- _me->SetControlled(true, UNIT_STAT_ROOT);
+ _me->SetControlled(true, UNIT_STATE_ROOT);
// why we need to apply this? we can simple add immunities to slow mechanic in DB
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
break;
@@ -342,7 +342,7 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
}
if (seat->second.SeatInfo->m_flags && !(seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_UNK1))
- unit->AddUnitState(UNIT_STAT_ONVEHICLE);
+ unit->AddUnitState(UNIT_STATE_ONVEHICLE);
unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
VehicleSeatEntry const* veSeat = seat->second.SeatInfo;
@@ -364,7 +364,7 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
if (_me->IsInWorld())
{
unit->SendClearTarget(); // SMSG_BREAK_TARGET
- unit->SetControlled(true, UNIT_STAT_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
+ unit->SetControlled(true, UNIT_STATE_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
// also adds MOVEMENTFLAG_ROOT
unit->SendMonsterMoveTransport(_me); // SMSG_MONSTER_MOVE_TRANSPORT
@@ -407,7 +407,7 @@ void Vehicle::RemovePassenger(Unit* unit)
++_usableSeatNum;
}
- unit->ClearUnitState(UNIT_STAT_ONVEHICLE);
+ unit->ClearUnitState(UNIT_STATE_ONVEHICLE);
if (_me->GetTypeId() == TYPEID_UNIT && unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
_me->RemoveCharmedBy(unit);