aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Handlers/MovementHandler.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/server/game/Handlers/MovementHandler.cpp')
-rw-r--r--src/server/game/Handlers/MovementHandler.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp
index 2739e53b818..f45efe0b47e 100644
--- a/src/server/game/Handlers/MovementHandler.cpp
+++ b/src/server/game/Handlers/MovementHandler.cpp
@@ -365,7 +365,7 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
}
// 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())
@@ -406,13 +406,13 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
// 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();
}
}
@@ -596,7 +596,7 @@ void WorldSession::HandleMoveWaterWalkAck(WorldPacket& recvData)
void WorldSession::HandleSummonResponseOpcode(WorldPacket& recvData)
{
- if (!_player->isAlive() || _player->isInCombat())
+ if (!_player->IsAlive() || _player->IsInCombat())
return;
uint64 summonerGuid;