diff options
Diffstat (limited to 'src/server/game/Handlers/MovementHandler.cpp')
| -rw-r--r-- | src/server/game/Handlers/MovementHandler.cpp | 8 | 
1 files changed, 4 insertions, 4 deletions
| diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp index 3270b19fd48..2ab0f967756 100644 --- a/src/server/game/Handlers/MovementHandler.cpp +++ b/src/server/game/Handlers/MovementHandler.cpp @@ -352,7 +352,7 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)      }      // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map). -    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight()) +    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())          plrMover->HandleFall(movementInfo);      if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater()) @@ -392,13 +392,13 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)                  // NOTE: this is actually called many times while falling                  // even after the player has been teleported away                  /// @todo discard movement packets after the player is rooted -                if (plrMover->isAlive()) +                if (plrMover->IsAlive())                  {                      plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());                      // player can be alive if GM/etc                      // change the death state to CORPSE to prevent the death timer from                      // starting in the next player update -                    if (!plrMover->isAlive()) +                    if (!plrMover->IsAlive())                          plrMover->KillPlayer();                  }              } @@ -584,7 +584,7 @@ void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recvData)  void WorldSession::HandleSummonResponseOpcode(WorldPacket& recvData)  { -    if (!_player->isAlive() || _player->isInCombat()) +    if (!_player->IsAlive() || _player->IsInCombat())          return;      uint64 summoner_guid; | 
