diff options
| author | Shauren <none@none> | 2010-12-17 13:43:24 +0100 |
|---|---|---|
| committer | Shauren <none@none> | 2010-12-17 13:43:24 +0100 |
| commit | 82f45966fc00106b52294e4c01a2848ba24e2eb8 (patch) | |
| tree | dd3ee1457f54da1cdeebe3ded7e6e29f282d2bc9 /src/server/game/Grids/Notifiers | |
| parent | ee3fd3ebebcbf85d3ff942eb462b15368b76e8c1 (diff) | |
Core/Unit: Renamed addUnitState/hasUnitState/clearUnitState to AddUnitState/HasUnitState/ClearUnitState
Core/Vehicles: Allow the vehicle to always damage the passenger (removed unneded dbc hacks from scripts)
--HG--
branch : trunk
Diffstat (limited to 'src/server/game/Grids/Notifiers')
| -rwxr-xr-x | src/server/game/Grids/Notifiers/GridNotifiers.cpp | 2 | ||||
| -rwxr-xr-x | src/server/game/Grids/Notifiers/GridNotifiers.h | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/src/server/game/Grids/Notifiers/GridNotifiers.cpp b/src/server/game/Grids/Notifiers/GridNotifiers.cpp index 2bb846c9533..68d0f9a724d 100755 --- a/src/server/game/Grids/Notifiers/GridNotifiers.cpp +++ b/src/server/game/Grids/Notifiers/GridNotifiers.cpp @@ -116,7 +116,7 @@ inline void CreatureUnitRelocationWorker(Creature* c, Unit* u) if (!u->isAlive() || !c->isAlive() || c == u || u->isInFlight()) return; - if (c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_SIGHTLESS)) + if (c->HasReactState(REACT_AGGRESSIVE) && !c->HasUnitState(UNIT_STAT_SIGHTLESS)) if (c->IsAIEnabled && c->canSeeOrDetect(u, false, true)) c->AI()->MoveInLineOfSight_Safe(u); } diff --git a/src/server/game/Grids/Notifiers/GridNotifiers.h b/src/server/game/Grids/Notifiers/GridNotifiers.h index e4ca3b5018f..9122a0deb48 100755 --- a/src/server/game/Grids/Notifiers/GridNotifiers.h +++ b/src/server/game/Grids/Notifiers/GridNotifiers.h @@ -735,7 +735,7 @@ namespace Trinity bool operator()(Unit* u) { if (u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && - (u->isFeared() || u->isCharmed() || u->isFrozen() || u->hasUnitState(UNIT_STAT_STUNNED) || u->hasUnitState(UNIT_STAT_CONFUSED))) + (u->isFeared() || u->isCharmed() || u->isFrozen() || u->HasUnitState(UNIT_STAT_STUNNED) || u->HasUnitState(UNIT_STAT_CONFUSED))) { return true; } |
