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authorShauren <shauren.trinity@gmail.com>2025-05-19 15:34:32 +0200
committerShauren <shauren.trinity@gmail.com>2025-05-19 15:34:32 +0200
commita5ca817ff6b2cdbb1879773f9b28b8dcc4a22bdf (patch)
treeb53378f197c687d081a199d9397692956913a478 /src/server/game/Entities
parentfe788a5eeb0bc8600ec877d9062614b9bfc43a64 (diff)
Core/Position: Remove Position implicit object slicing
Diffstat (limited to 'src/server/game/Entities')
-rw-r--r--src/server/game/Entities/Object/G3DPosition.hpp6
-rw-r--r--src/server/game/Entities/Player/Player.h2
2 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Entities/Object/G3DPosition.hpp b/src/server/game/Entities/Object/G3DPosition.hpp
index 413072fc811..f83a900bcd9 100644
--- a/src/server/game/Entities/Object/G3DPosition.hpp
+++ b/src/server/game/Entities/Object/G3DPosition.hpp
@@ -22,8 +22,8 @@
#include <G3D/Vector3.h>
#include "Errors.h"
-inline G3D::Vector3 PositionToVector3(Position p) { return { p.m_positionX, p.m_positionY, p.m_positionZ }; }
-inline G3D::Vector3 PositionToVector3(Position const* p) { return { ASSERT_NOTNULL(p)->m_positionX, p->m_positionY, p->m_positionZ }; }
-inline Position Vector3ToPosition(G3D::Vector3 v) { return { v.x, v.y, v.z }; }
+inline G3D::Vector3 PositionToVector3(Position const& p) { return { p.m_positionX, p.m_positionY, p.m_positionZ }; }
+inline G3D::Vector3 PositionToVector3(Position const* p) { ASSERT(p); return { p->m_positionX, p->m_positionY, p->m_positionZ }; }
+inline Position Vector3ToPosition(G3D::Vector3 const& v) { return { v.x, v.y, v.z }; }
#endif
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index c1f1e071f9a..7389695ce38 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -2257,7 +2257,7 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
void KillPlayer();
static void OfflineResurrect(ObjectGuid const& guid, CharacterDatabaseTransaction trans);
bool HasCorpse() const { return _corpseLocation.GetMapId() != MAPID_INVALID; }
- WorldLocation GetCorpseLocation() const { return _corpseLocation; }
+ WorldLocation const& GetCorpseLocation() const { return _corpseLocation; }
void InitializeSelfResurrectionSpells();
void ResurrectPlayer(float restore_percent, bool applySickness = false);
void BuildPlayerRepop();