aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Spells/Spell.cpp
diff options
context:
space:
mode:
authorccrs <ccrs@users.noreply.github.com>2019-08-03 17:53:22 +0200
committerccrs <ccrs@users.noreply.github.com>2019-08-03 17:53:22 +0200
commit85ad0befc51879627f865c86a6b415ca12401fe3 (patch)
treeff0e1e7007a843ff6738e729d39ff25a1f870c8f /src/server/game/Spells/Spell.cpp
parent51a66b50c61f02ba4c38c1a4daea298e88f6f97a (diff)
Core/Unit: rename more methods
Workaround prework till actual facing system rework arrives
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rw-r--r--src/server/game/Spells/Spell.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 947301abe7e..42fb5e2eab1 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3066,9 +3066,9 @@ SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const
if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat()))
{
if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
- m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget());
+ m_caster->ToCreature()->SetSpellFocusTarget(this, m_targets.GetObjectTarget());
else if (m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
- m_caster->ToCreature()->FocusTarget(this, nullptr);
+ m_caster->ToCreature()->SetSpellFocusTarget(this, nullptr);
}
}
@@ -3314,7 +3314,7 @@ void Spell::_cast(bool skipCheck)
}
// if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now
- // client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget
+ // client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::SetSpellFocusTarget
if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED))
if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
if (WorldObject* objTarget = m_targets.GetObjectTarget())
@@ -3382,7 +3382,7 @@ void Spell::_cast(bool skipCheck)
if (!m_spellInfo->IsChanneled())
if (Creature* creatureCaster = m_caster->ToCreature())
- creatureCaster->ReleaseFocus(this);
+ creatureCaster->ReleaseSpellFocus(this);
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled()) || m_spellInfo->HasAttribute(SPELL_ATTR4_UNK4))
@@ -3803,7 +3803,7 @@ void Spell::finish(bool ok)
}
if (Creature* creatureCaster = unitCaster->ToCreature())
- creatureCaster->ReleaseFocus(this);
+ creatureCaster->ReleaseSpellFocus(this);
if (!ok)
return;
@@ -4555,7 +4555,7 @@ void Spell::SendChannelStart(uint32 duration)
if (channelTarget != unitCaster->GetGUID())
if (Creature* creatureCaster = unitCaster->ToCreature())
if (!creatureCaster->HandleSpellFocus(this))
- creatureCaster->FocusTarget(this, ObjectAccessor::GetWorldObject(*creatureCaster, channelTarget));
+ creatureCaster->SetSpellFocusTarget(this, ObjectAccessor::GetWorldObject(*creatureCaster, channelTarget));
}
unitCaster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);