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 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; |