diff options
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 48 | ||||
-rw-r--r-- | src/server/game/Entities/Creature/Creature.h | 10 |
2 files changed, 29 insertions, 29 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 0ad726cc9d4..0573c087ff6 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -752,12 +752,12 @@ void Creature::Update(uint32 diff) break; GetThreatManager().Update(diff); - if (_spellFocusInfo.delay) + if (_spellFocusInfo.Delay) { - if (_spellFocusInfo.delay <= diff) + if (_spellFocusInfo.Delay <= diff) ReacquireSpellFocusTarget(); else - _spellFocusInfo.delay -= diff; + _spellFocusInfo.Delay -= diff; } // periodic check to see if the creature has passed an evade boundary @@ -3029,7 +3029,7 @@ void Creature::SetDisplayId(uint32 modelId) void Creature::SetTarget(ObjectGuid guid) { if (HasSpellFocus()) - _spellFocusInfo.target = guid; + _spellFocusInfo.Target = guid; else SetGuidValue(UNIT_FIELD_TARGET, guid); } @@ -3037,7 +3037,7 @@ void Creature::SetTarget(ObjectGuid guid) void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target) { // already focused - if (_spellFocusInfo.spell) + if (_spellFocusInfo.Spell) return; // Prevent dead/feigning death creatures from setting a focus target, so they won't turn @@ -3062,15 +3062,15 @@ void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target) return; // store pre-cast values for target and orientation (used to later restore) - if (!_spellFocusInfo.delay) + if (!_spellFocusInfo.Delay) { // only overwrite these fields if we aren't transitioning from one spell focus to another - _spellFocusInfo.target = GetGuidValue(UNIT_FIELD_TARGET); - _spellFocusInfo.orientation = GetOrientation(); + _spellFocusInfo.Target = GetGuidValue(UNIT_FIELD_TARGET); + _spellFocusInfo.Orientation = GetOrientation(); } else // don't automatically reacquire target for the previous spellcast - _spellFocusInfo.delay = 0; + _spellFocusInfo.Delay = 0; - _spellFocusInfo.spell = focusSpell; + _spellFocusInfo.Spell = focusSpell; bool const noTurnDuringCast = spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST); // set target, then force send update packet to players if it changed to provide appropriate facing @@ -3118,30 +3118,30 @@ bool Creature::HasSpellFocus(Spell const* focusSpell) const { if (!IsAlive()) // dead creatures cannot focus { - if (_spellFocusInfo.spell || _spellFocusInfo.delay) + if (_spellFocusInfo.Spell || _spellFocusInfo.Delay) { TC_LOG_WARN("entities.unit", "Creature '%s' (entry %u) has spell focus (spell id %u, delay %ums) despite being dead.", - GetName().c_str(), GetEntry(), _spellFocusInfo.spell ? _spellFocusInfo.spell->GetSpellInfo()->Id : 0, _spellFocusInfo.delay); + GetName().c_str(), GetEntry(), _spellFocusInfo.Spell ? _spellFocusInfo.Spell->GetSpellInfo()->Id : 0, _spellFocusInfo.Delay); } return false; } if (focusSpell) - return (focusSpell == _spellFocusInfo.spell); + return (focusSpell == _spellFocusInfo.Spell); else - return (_spellFocusInfo.spell || _spellFocusInfo.delay); + return (_spellFocusInfo.Spell || _spellFocusInfo.Delay); } void Creature::ReleaseSpellFocus(Spell const* focusSpell, bool withDelay) { - if (!_spellFocusInfo.spell) + if (!_spellFocusInfo.Spell) return; // focused to something else - if (focusSpell && focusSpell != _spellFocusInfo.spell) + if (focusSpell && focusSpell != _spellFocusInfo.Spell) return; - if (_spellFocusInfo.spell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) + if (_spellFocusInfo.Spell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) ClearUnitState(UNIT_STATE_FOCUSING); if (IsPet()) // player pets do not use delay system @@ -3150,9 +3150,9 @@ void Creature::ReleaseSpellFocus(Spell const* focusSpell, bool withDelay) ReacquireSpellFocusTarget(); } else // don't allow re-target right away to prevent visual bugs - _spellFocusInfo.delay = withDelay ? 1000 : 1; + _spellFocusInfo.Delay = withDelay ? 1000 : 1; - _spellFocusInfo.spell = nullptr; + _spellFocusInfo.Spell = nullptr; } void Creature::ReacquireSpellFocusTarget() @@ -3160,19 +3160,19 @@ void Creature::ReacquireSpellFocusTarget() if (!HasSpellFocus()) return; - SetTarget(_spellFocusInfo.target); + SetTarget(_spellFocusInfo.Target); if (!HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN)) { - if (_spellFocusInfo.target) + if (_spellFocusInfo.Target) { - if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, _spellFocusInfo.target)) + if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, _spellFocusInfo.Target)) SetFacingToObject(objTarget, false); } else - SetFacingTo(_spellFocusInfo.orientation, false); + SetFacingTo(_spellFocusInfo.Orientation, false); } - _spellFocusInfo.delay = 0; + _spellFocusInfo.Delay = 0; } bool Creature::IsMovementPreventedByCasting() const diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h index db770589659..615e9c0cdd8 100644 --- a/src/server/game/Entities/Creature/Creature.h +++ b/src/server/game/Entities/Creature/Creature.h @@ -342,7 +342,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma // Handling caster facing during spellcast void SetTarget(ObjectGuid guid) override; void ReacquireSpellFocusTarget(); - void DoNotReacquireSpellFocusTarget() { _spellFocusInfo.delay = 0; } + void DoNotReacquireSpellFocusTarget() { _spellFocusInfo.Delay = 0; } void SetSpellFocus(Spell const* focusSpell, WorldObject const* target); bool HasSpellFocus(Spell const* focusSpell = nullptr) const override; void ReleaseSpellFocus(Spell const* focusSpell = nullptr, bool withDelay = true); @@ -434,10 +434,10 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma /* Spell focus system */ struct { - Spell const* spell = nullptr; - uint32 delay = 0; // ms until the creature's target should snap back (0 = no snapback scheduled) - ObjectGuid target; // the creature's "real" target while casting - float orientation = 0.0f; // the creature's "real" orientation while casting + ::Spell const* Spell = nullptr; + uint32 Delay = 0; // ms until the creature's target should snap back (0 = no snapback scheduled) + ObjectGuid Target; // the creature's "real" target while casting + float Orientation = 0.0f; // the creature's "real" orientation while casting } _spellFocusInfo; time_t _lastDamagedTime; // Part of Evade mechanics |