aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Movement
diff options
context:
space:
mode:
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/Movement
parente602619912654ef0b97f02fa97aa7dbb537c2f89 (diff)
Core/Misc: Rename UNIT_STAT_* enums to UNIT_STATE_*
Diffstat (limited to 'src/server/game/Movement')
-rwxr-xr-xsrc/server/game/Movement/MotionMaster.cpp6
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp14
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp20
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp8
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp14
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp14
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp10
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp16
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h8
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp18
10 files changed, 64 insertions, 64 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 8975a2d7d7b..4945ae2a014 100755
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -80,7 +80,7 @@ void MotionMaster::UpdateMotion(uint32 diff)
if (!i_owner)
return;
- if (i_owner->HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED)) // what about UNIT_STAT_DISTRACTED? Why is this not included?
+ if (i_owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) // what about UNIT_STATE_DISTRACTED? Why is this not included?
return;
ASSERT(!empty());
@@ -237,7 +237,7 @@ void MotionMaster::MoveChase(Unit* target, float dist, float angle)
if (!target || target == i_owner || i_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
- //i_owner->ClearUnitState(UNIT_STAT_FOLLOW);
+ //i_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (i_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outStaticDebug("Player (GUID: %u) chase to %s (GUID: %u)",
@@ -262,7 +262,7 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
if (!target || target == i_owner || i_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
- //i_owner->AddUnitState(UNIT_STAT_FOLLOW);
+ //i_owner->AddUnitState(UNIT_STATE_FOLLOW);
if (i_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outStaticDebug("Player (GUID: %u) follow to %s (GUID: %u)", i_owner->GetGUIDLow(),
diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
index 94608d85420..32b960028c2 100755
--- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
@@ -71,7 +71,7 @@ void ConfusedMovementGenerator<T>::Initialize(T &unit)
unit.StopMoving();
unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
- unit.AddUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
+ unit.AddUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
}
template<>
@@ -94,19 +94,19 @@ void ConfusedMovementGenerator<T>::Reset(T &unit)
i_nextMove = 1;
i_nextMoveTime.Reset(0);
unit.StopMoving();
- unit.AddUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
+ unit.AddUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
}
template<class T>
bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
- if (unit.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
+ if (unit.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
return true;
if (i_nextMoveTime.Passed())
{
// currently moving, update location
- unit.AddUnitState(UNIT_STAT_CONFUSED_MOVE);
+ unit.AddUnitState(UNIT_STATE_CONFUSED_MOVE);
if (unit.movespline->Finalized())
{
@@ -121,7 +121,7 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
if(i_nextMoveTime.Passed() )
{
// start moving
- unit.AddUnitState(UNIT_STAT_CONFUSED_MOVE);
+ unit.AddUnitState(UNIT_STATE_CONFUSED_MOVE);
ASSERT( i_nextMove <= MAX_CONF_WAYPOINTS );
float x = i_waypoints[i_nextMove][0];
@@ -141,14 +141,14 @@ template<>
void ConfusedMovementGenerator<Player>::Finalize(Player &unit)
{
unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
- unit.ClearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
+ unit.ClearUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
}
template<>
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
{
unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
- unit.ClearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
+ unit.ClearUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
if (unit.getVictim())
unit.SetTarget(unit.getVictim()->GetGUID());
}
diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
index 458e6f9a62c..ed5b73dd378 100755
--- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
@@ -34,7 +34,7 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
if (!&owner)
return;
- if (owner.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
+ if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
return;
if (!_setMoveData(owner))
@@ -44,7 +44,7 @@ FleeingMovementGenerator<T>::_setTargetLocation(T &owner)
if (!_getPoint(owner, x, y, z))
return;
- owner.AddUnitState(UNIT_STAT_FLEEING_MOVE);
+ owner.AddUnitState(UNIT_STATE_FLEEING_MOVE);
Movement::MoveSplineInit init(owner);
init.MoveTo(x,y,z);
@@ -287,7 +287,7 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
return;
owner.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
- owner.AddUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
+ owner.AddUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
_Init(owner);
@@ -335,14 +335,14 @@ template<>
void FleeingMovementGenerator<Player>::Finalize(Player &owner)
{
owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
- owner.ClearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
+ owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
}
template<>
void FleeingMovementGenerator<Creature>::Finalize(Creature &owner)
{
owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
- owner.ClearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
+ owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
if (owner.getVictim())
owner.SetTarget(owner.getVictim()->GetGUID());
}
@@ -359,9 +359,9 @@ FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff)
{
if (!&owner || !owner.isAlive())
return false;
- if (owner.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
+ if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
{
- owner.ClearUnitState(UNIT_STAT_FLEEING_MOVE);
+ owner.ClearUnitState(UNIT_STATE_FLEEING_MOVE);
return true;
}
@@ -388,7 +388,7 @@ template bool FleeingMovementGenerator<Creature>::Update(Creature &, const uint3
void TimedFleeingMovementGenerator::Finalize(Unit &owner)
{
owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
- owner.ClearUnitState(UNIT_STAT_FLEEING|UNIT_STAT_FLEEING_MOVE);
+ owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE);
if (Unit* victim = owner.getVictim())
{
if (owner.isAlive())
@@ -404,9 +404,9 @@ bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 time_diff)
if (!owner.isAlive())
return false;
- if (owner.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
+ if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
{
- owner.ClearUnitState(UNIT_STAT_FLEEING_MOVE);
+ owner.ClearUnitState(UNIT_STATE_FLEEING_MOVE);
return true;
}
diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
index 84997d6d1ae..dc47898352e 100755
--- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
@@ -25,7 +25,7 @@
void HomeMovementGenerator<Creature>::Initialize(Creature & owner)
{
- owner.AddUnitState(UNIT_STAT_EVADE);
+ owner.AddUnitState(UNIT_STATE_EVADE);
_setTargetLocation(owner);
}
@@ -38,7 +38,7 @@ void HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
if (!&owner)
return;
- if (owner.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
+ if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
return;
Movement::MoveSplineInit init(owner);
@@ -54,7 +54,7 @@ void HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
init.Launch();
arrived = false;
- owner.ClearUnitState(UNIT_STAT_ALL_STATE & ~UNIT_STAT_EVADE);
+ owner.ClearUnitState(UNIT_STATE_ALL_STATE & ~UNIT_STATE_EVADE);
}
bool HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32 time_diff)
@@ -67,7 +67,7 @@ void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
{
if (arrived)
{
- owner.ClearUnitState(UNIT_STAT_EVADE);
+ owner.ClearUnitState(UNIT_STATE_EVADE);
owner.SetWalk(true);
owner.LoadCreaturesAddon(true);
owner.AI()->JustReachedHome();
diff --git a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp
index 43d3cccfe48..36561e00b93 100755
--- a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp
@@ -32,19 +32,19 @@ void IdleMovementGenerator::Initialize(Unit &owner)
void
IdleMovementGenerator::Reset(Unit& owner)
{
- if (owner.HasUnitState(UNIT_STAT_MOVE))
+ if (owner.HasUnitState(UNIT_STATE_MOVE))
owner.StopMoving();
}
void RotateMovementGenerator::Initialize(Unit& owner)
{
- if (owner.HasUnitState(UNIT_STAT_MOVE))
+ if (owner.HasUnitState(UNIT_STATE_MOVE))
owner.StopMoving();
if (owner.getVictim())
owner.SetInFront(owner.getVictim());
- owner.AddUnitState(UNIT_STAT_ROTATING);
+ owner.AddUnitState(UNIT_STATE_ROTATING);
owner.AttackStop();
}
@@ -75,7 +75,7 @@ bool RotateMovementGenerator::Update(Unit& owner, const uint32 diff)
void RotateMovementGenerator::Finalize(Unit &unit)
{
- unit.ClearUnitState(UNIT_STAT_ROTATING);
+ unit.ClearUnitState(UNIT_STATE_ROTATING);
if (unit.GetTypeId() == TYPEID_UNIT)
unit.ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0);
}
@@ -83,13 +83,13 @@ void RotateMovementGenerator::Finalize(Unit &unit)
void
DistractMovementGenerator::Initialize(Unit& owner)
{
- owner.AddUnitState(UNIT_STAT_DISTRACTED);
+ owner.AddUnitState(UNIT_STATE_DISTRACTED);
}
void
DistractMovementGenerator::Finalize(Unit& owner)
{
- owner.ClearUnitState(UNIT_STAT_DISTRACTED);
+ owner.ClearUnitState(UNIT_STATE_DISTRACTED);
}
bool
@@ -105,7 +105,7 @@ DistractMovementGenerator::Update(Unit& /*owner*/, const uint32 time_diff)
void
AssistanceDistractMovementGenerator::Finalize(Unit &unit)
{
- unit.ClearUnitState(UNIT_STAT_DISTRACTED);
+ unit.ClearUnitState(UNIT_STATE_DISTRACTED);
unit.ToCreature()->SetReactState(REACT_AGGRESSIVE);
}
diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
index 88465017dc2..02f9ebce847 100755
--- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
@@ -32,7 +32,7 @@ void PointMovementGenerator<T>::Initialize(T &unit)
if (!unit.IsStopped())
unit.StopMoving();
- unit.AddUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ unit.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
Movement::MoveSplineInit init(unit);
init.MoveTo(i_x, i_y, i_z);
if (speed > 0.0f)
@@ -46,20 +46,20 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
if (!&unit)
return false;
- if(unit.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
+ if(unit.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED))
{
- unit.ClearUnitState(UNIT_STAT_ROAMING_MOVE);
+ unit.ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
}
- unit.AddUnitState(UNIT_STAT_ROAMING_MOVE);
+ unit.AddUnitState(UNIT_STATE_ROAMING_MOVE);
return !unit.movespline->Finalized();
}
template<class T>
void PointMovementGenerator<T>:: Finalize(T &unit)
{
- unit.ClearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ unit.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
if (unit.movespline->Finalized())
MovementInform(unit);
@@ -71,7 +71,7 @@ void PointMovementGenerator<T>::Reset(T &unit)
if (!unit.IsStopped())
unit.StopMoving();
- unit.AddUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ unit.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
}
template<class T>
@@ -120,7 +120,7 @@ void EffectMovementGenerator::Finalize(Unit &unit)
if (((Creature&)unit).AI() && unit.movespline->Finalized())
((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
// Need restore previous movement since we have no proper states system
- //if (unit.isAlive() && !unit.HasUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_FLEEING))
+ //if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_FLEEING))
//{
// if (Unit * victim = unit.getVictim())
// unit.GetMotionMaster()->MoveChase(victim);
diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
index 0205b734058..22adc7be92f 100755
--- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
@@ -102,7 +102,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
else
i_nextMoveTime.Reset(urand(500, 10000));
- creature.AddUnitState(UNIT_STAT_ROAMING_MOVE);
+ creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
Movement::MoveSplineInit init(creature);
init.MoveTo(destX, destY, destZ);
@@ -123,7 +123,7 @@ void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
if (!wander_distance)
wander_distance = creature.GetRespawnRadius();
- creature.AddUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ creature.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
_setRandomLocation(creature);
}
@@ -137,7 +137,7 @@ RandomMovementGenerator<Creature>::Reset(Creature &creature)
template<>
void RandomMovementGenerator<Creature>::Finalize(Creature &creature)
{
- creature.ClearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ creature.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
creature.SetWalk(false);
}
@@ -145,10 +145,10 @@ template<>
bool
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff)
{
- if (creature.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
+ if (creature.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED))
{
i_nextMoveTime.Reset(0); // Expire the timer
- creature.ClearUnitState(UNIT_STAT_ROAMING_MOVE);
+ creature.ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
}
diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
index 0d2982ab6b7..964b4402438 100755
--- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
@@ -34,7 +34,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
if (!i_target.isValid() || !i_target->IsInWorld())
return;
- if (owner.HasUnitState(UNIT_STAT_NOT_MOVE))
+ if (owner.HasUnitState(UNIT_STATE_NOT_MOVE))
return;
float x, y, z;
@@ -125,7 +125,7 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_
if (!owner.isAlive())
return true;
- if (owner.HasUnitState(UNIT_STAT_NOT_MOVE))
+ if (owner.HasUnitState(UNIT_STATE_NOT_MOVE))
{
D::_clearUnitStateMove(owner);
return true;
@@ -188,7 +188,7 @@ void ChaseMovementGenerator<T>::_reachTarget(T &owner)
template<>
void ChaseMovementGenerator<Player>::Initialize(Player &owner)
{
- owner.AddUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
+ owner.AddUnitState(UNIT_STATE_CHASE|UNIT_STATE_CHASE_MOVE);
_setTargetLocation(owner);
}
@@ -196,14 +196,14 @@ template<>
void ChaseMovementGenerator<Creature>::Initialize(Creature &owner)
{
owner.SetWalk(false);
- owner.AddUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
+ owner.AddUnitState(UNIT_STATE_CHASE|UNIT_STATE_CHASE_MOVE);
_setTargetLocation(owner);
}
template<class T>
void ChaseMovementGenerator<T>::Finalize(T &owner)
{
- owner.ClearUnitState(UNIT_STAT_CHASE|UNIT_STAT_CHASE_MOVE);
+ owner.ClearUnitState(UNIT_STATE_CHASE|UNIT_STATE_CHASE_MOVE);
}
template<class T>
@@ -259,7 +259,7 @@ void FollowMovementGenerator<Creature>::_updateSpeed(Creature &u)
template<>
void FollowMovementGenerator<Player>::Initialize(Player &owner)
{
- owner.AddUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
+ owner.AddUnitState(UNIT_STATE_FOLLOW|UNIT_STATE_FOLLOW_MOVE);
_updateSpeed(owner);
_setTargetLocation(owner);
}
@@ -267,7 +267,7 @@ void FollowMovementGenerator<Player>::Initialize(Player &owner)
template<>
void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
{
- owner.AddUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
+ owner.AddUnitState(UNIT_STATE_FOLLOW|UNIT_STATE_FOLLOW_MOVE);
_updateSpeed(owner);
_setTargetLocation(owner);
}
@@ -275,7 +275,7 @@ void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
template<class T>
void FollowMovementGenerator<T>::Finalize(T &owner)
{
- owner.ClearUnitState(UNIT_STAT_FOLLOW|UNIT_STAT_FOLLOW_MOVE);
+ owner.ClearUnitState(UNIT_STATE_FOLLOW|UNIT_STATE_FOLLOW_MOVE);
_updateSpeed(owner);
}
diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
index 696c99e1460..bf2eecc89f6 100755
--- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
+++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
@@ -79,8 +79,8 @@ class ChaseMovementGenerator : public TargetedMovementGeneratorMedium<T, ChaseMo
void Reset(T &);
void MovementInform(T &);
- static void _clearUnitStateMove(T &u) { u.ClearUnitState(UNIT_STAT_CHASE_MOVE); }
- static void _addUnitStateMove(T &u) { u.AddUnitState(UNIT_STAT_CHASE_MOVE); }
+ static void _clearUnitStateMove(T &u) { u.ClearUnitState(UNIT_STATE_CHASE_MOVE); }
+ static void _addUnitStateMove(T &u) { u.AddUnitState(UNIT_STATE_CHASE_MOVE); }
bool EnableWalking() const { return false;}
bool _lostTarget(T &u) const { return u.getVictim() != this->GetTarget(); }
void _reachTarget(T &);
@@ -103,8 +103,8 @@ class FollowMovementGenerator : public TargetedMovementGeneratorMedium<T, Follow
void Reset(T &);
void MovementInform(T &);
- static void _clearUnitStateMove(T &u) { u.ClearUnitState(UNIT_STAT_FOLLOW_MOVE); }
- static void _addUnitStateMove(T &u) { u.AddUnitState(UNIT_STAT_FOLLOW_MOVE); }
+ static void _clearUnitStateMove(T &u) { u.ClearUnitState(UNIT_STATE_FOLLOW_MOVE); }
+ static void _addUnitStateMove(T &u) { u.AddUnitState(UNIT_STATE_FOLLOW_MOVE); }
bool EnableWalking() const;
bool _lostTarget(T &) const { return false; }
void _reachTarget(T &) {}
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
index ce8628af1ca..55cf3c28d46 100755
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
@@ -51,18 +51,18 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature &creature)
void WaypointMovementGenerator<Creature>::Initialize(Creature &creature)
{
LoadPath(creature);
- creature.AddUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ creature.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
}
void WaypointMovementGenerator<Creature>::Finalize(Creature &creature)
{
- creature.ClearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ creature.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
creature.SetWalk(false);
}
void WaypointMovementGenerator<Creature>::Reset(Creature &creature)
{
- creature.AddUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
+ creature.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE);
StartMoveNow(creature);
}
@@ -73,7 +73,7 @@ void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
if (m_isArrivalDone)
return;
- creature.ClearUnitState(UNIT_STAT_ROAMING_MOVE);
+ creature.ClearUnitState(UNIT_STATE_ROAMING_MOVE);
m_isArrivalDone = true;
if (i_path->at(i_currentNode)->event_id && urand(0, 99) < i_path->at(i_currentNode)->event_chance)
@@ -111,7 +111,7 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
m_isArrivalDone = false;
- creature.AddUnitState(UNIT_STAT_ROAMING_MOVE);
+ creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
Movement::MoveSplineInit init(creature);
init.MoveTo(node->x, node->y, node->z);
@@ -133,9 +133,9 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
{
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
- if (creature.HasUnitState(UNIT_STAT_NOT_MOVE))
+ if (creature.HasUnitState(UNIT_STATE_NOT_MOVE))
{
- creature.ClearUnitState(UNIT_STAT_ROAMING_MOVE);
+ creature.ClearUnitState(UNIT_STATE_ROAMING_MOVE);
return true;
}
// prevent a crash at empty waypoint path.
@@ -204,7 +204,7 @@ void FlightPathMovementGenerator::Initialize(Player &player)
void FlightPathMovementGenerator::Finalize(Player & player)
{
// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
- player.ClearUnitState(UNIT_STAT_IN_FLIGHT);
+ player.ClearUnitState(UNIT_STATE_IN_FLIGHT);
player.Dismount();
player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
@@ -227,7 +227,7 @@ void FlightPathMovementGenerator::Finalize(Player & player)
void FlightPathMovementGenerator::Reset(Player & player)
{
player.getHostileRefManager().setOnlineOfflineState(false);
- player.AddUnitState(UNIT_STAT_IN_FLIGHT);
+ player.AddUnitState(UNIT_STATE_IN_FLIGHT);
player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
Movement::MoveSplineInit init(player);