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authorariel- <ariel-@users.noreply.github.com>2017-03-08 11:19:00 -0300
committerariel- <ariel-@users.noreply.github.com>2017-03-08 11:55:09 -0300
commit253c0f3d07e05557daa3ffdd4e2a2af4256fb65e (patch)
tree2c261fb1a9e6d5c9ee6bad4b08ed28f5b250a575 /src
parentbf5661e2fd05625411b184385412921b3f0fb8c5 (diff)
Core/Creature: remove some redundant code
- Display Ids are already initialized in InitEntry, no need to duplicate logic - ModelInfo is already checked too
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp30
1 files changed, 3 insertions, 27 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index dff185cebcf..5742404926f 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -436,7 +436,6 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
SetDisplayId(displayID);
SetNativeDisplayId(displayID);
- SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender);
// Load creature equipment
if (!data || data->equipmentId == 0)
@@ -466,7 +465,7 @@ bool Creature::InitEntry(uint32 entry, CreatureData const* data /*= nullptr*/)
if (!m_respawnradius && m_defaultMovementType == RANDOM_MOTION_TYPE)
m_defaultMovementType = IDLE_MOTION_TYPE;
- for (uint8 i=0; i < MAX_CREATURE_SPELLS; ++i)
+ for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i)
m_spells[i] = GetCreatureTemplate()->spells[i];
return true;
@@ -527,12 +526,7 @@ bool Creature::UpdateEntry(uint32 entry, CreatureData const* data /*= nullptr*/,
// checked and error show at loading templates
if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cInfo->faction))
- {
- if (factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP)
- SetPvP(true);
- else
- SetPvP(false);
- }
+ SetPvP((factionTemplate->factionFlags & FACTION_TEMPLATE_FLAG_PVP) != 0);
// updates spell bars for vehicles and set player's faction - should be called here, to overwrite faction that is set from the new template
if (IsVehicle())
@@ -1018,18 +1012,6 @@ bool Creature::Create(ObjectGuid::LowType guidlow, Map* map, uint32 phaseMask, u
Relocate(x, y, z, ang);
}
- uint32 displayID = GetNativeDisplayId();
- CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID);
- if (minfo && !IsTotem()) // Cancel load if no model defined or if totem
- {
- SetNativeDisplayId(displayID);
-
- Unit::AuraEffectList const& transformAuras = GetAuraEffectsByType(SPELL_AURA_TRANSFORM);
- Unit::AuraEffectList const& shapeshiftAuras = GetAuraEffectsByType(SPELL_AURA_MOD_SHAPESHIFT);
- if (transformAuras.empty() && shapeshiftAuras.empty())
- SetDisplayId(displayID);
- }
-
LastUsedScriptID = GetCreatureTemplate()->ScriptID;
/// @todo Replace with spell, handle from DB
@@ -1864,13 +1846,7 @@ void Creature::Respawn(bool force)
setDeathState(JUST_RESPAWNED);
uint32 displayID = GetNativeDisplayId();
- CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelRandomGender(&displayID);
- if (minfo) // Cancel load if no model defined
- {
- SetDisplayId(displayID);
- SetNativeDisplayId(displayID);
- SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender);
- }
+ SetDisplayId(displayID);
GetMotionMaster()->InitDefault();
//Re-initialize reactstate that could be altered by movementgenerators