diff options
| author | Shauren <shauren.trinity@gmail.com> | 2014-10-21 19:23:32 +0200 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2014-10-21 19:23:32 +0200 |
| commit | 9cc7044546eaaaf4fd7a999c5e074ad0ea3d47ef (patch) | |
| tree | e40c2f50a9b5b11620ee607103f0352521bdf54f /src/server/game/Movement/Spline | |
| parent | 1bea52fd4649b6a1761aa157f9e74f01e19872e7 (diff) | |
Core/Entities: First batch of removing implicit conversions of ObjectGuid to uint64
Diffstat (limited to 'src/server/game/Movement/Spline')
| -rw-r--r-- | src/server/game/Movement/Spline/MoveSplineInit.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp index 937ce90b23b..c715f609789 100644 --- a/src/server/game/Movement/Spline/MoveSplineInit.cpp +++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp @@ -60,7 +60,7 @@ namespace Movement { MoveSpline& move_spline = *unit->movespline; - bool transport = unit->GetTransGUID() != 0; + bool transport = !unit->GetTransGUID().IsEmpty(); Location real_position; // there is a big chance that current position is unknown if current state is not finalized, need compute it // this also allows calculate spline position and update map position in much greater intervals @@ -88,7 +88,7 @@ namespace Movement // correct first vertex args.path[0] = real_position; args.initialOrientation = real_position.orientation; - move_spline.onTransport = (unit->GetTransGUID() != 0); + move_spline.onTransport = !unit->GetTransGUID().IsEmpty(); uint32 moveFlags = unit->m_movementInfo.GetMovementFlags(); moveFlags |= MOVEMENTFLAG_FORWARD; @@ -138,7 +138,7 @@ namespace Movement if (move_spline.Finalized()) return; - bool transport = unit->GetTransGUID() != 0; + bool transport = !unit->GetTransGUID().IsEmpty(); Location loc; if (move_spline.onTransport == transport) loc = move_spline.ComputePosition(); @@ -178,7 +178,7 @@ namespace Movement { args.splineId = splineIdGen.NewId(); // Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes - args.TransformForTransport = unit->GetTransGUID() != 0; + args.TransformForTransport = !unit->GetTransGUID().IsEmpty(); // mix existing state into new args.flags.walkmode = unit->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); args.flags.flying = unit->m_movementInfo.HasMovementFlag(MovementFlags(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY)); |
