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-rw-r--r--src/server/game/Combat/ThreatManager.cpp22
-rw-r--r--src/server/game/Combat/ThreatManager.h10
2 files changed, 16 insertions, 16 deletions
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp
index 82e98c91dbf..757259994b3 100644
--- a/src/server/game/Combat/ThreatManager.cpp
+++ b/src/server/game/Combat/ThreatManager.cpp
@@ -459,33 +459,33 @@ void ThreatManager::ClearAllThreat()
while (!_myThreatListEntries.empty());
}
-void ThreatManager::FixtateTarget(Unit* target)
+void ThreatManager::FixateTarget(Unit* target)
{
if (target)
{
auto it = _myThreatListEntries.find(target->GetGUID());
if (it != _myThreatListEntries.end())
{
- _fixtateRef = it->second;
+ _fixateRef = it->second;
return;
}
}
- _fixtateRef = nullptr;
+ _fixateRef = nullptr;
}
-Unit* ThreatManager::GetFixtateTarget() const
+Unit* ThreatManager::GetFixateTarget() const
{
- if (_fixtateRef)
- return _fixtateRef->GetVictim();
+ if (_fixateRef)
+ return _fixateRef->GetVictim();
else
return nullptr;
}
ThreatReference const* ThreatManager::ReselectVictim()
{
- // fixtated target is always preferred
- if (_fixtateRef && _fixtateRef->IsAvailable())
- return _fixtateRef;
+ // fixated target is always preferred
+ if (_fixateRef && _fixateRef->IsAvailable())
+ return _fixateRef;
ThreatReference const* oldVictimRef = _currentVictimRef;
if (oldVictimRef && oldVictimRef->IsOffline())
@@ -731,8 +731,8 @@ void ThreatManager::PurgeThreatListRef(ObjectGuid const& guid, bool sendRemove)
if (_currentVictimRef == ref)
_currentVictimRef = nullptr;
- if (_fixtateRef == ref)
- _fixtateRef = nullptr;
+ if (_fixateRef == ref)
+ _fixateRef = nullptr;
_sortedThreatList.erase(ref->_handle);
if (sendRemove && ref->IsAvailable())
diff --git a/src/server/game/Combat/ThreatManager.h b/src/server/game/Combat/ThreatManager.h
index a3755fdf167..439245ab680 100644
--- a/src/server/game/Combat/ThreatManager.h
+++ b/src/server/game/Combat/ThreatManager.h
@@ -160,11 +160,11 @@ class TC_GAME_API ThreatManager
// Removes all targets from the threat list (will cause evade in UpdateVictim if called)
void ClearAllThreat();
- // Fixtate on the passed target; this target will always be selected until the fixtate is cleared
+ // Fixate on the passed target; this target will always be selected until the fixate is cleared
// (if the target is not in the threat list, does nothing)
- void FixtateTarget(Unit* target);
- void ClearFixtate() { FixtateTarget(nullptr); }
- Unit* GetFixtateTarget() const;
+ void FixateTarget(Unit* target);
+ void ClearFixate() { FixateTarget(nullptr); }
+ Unit* GetFixateTarget() const;
// sends SMSG_THREAT_UPDATE to all nearby clients (used by client to forward threat list info to addons)
void SendThreatListToClients() const;
@@ -210,7 +210,7 @@ class TC_GAME_API ThreatManager
std::unordered_map<ObjectGuid, ThreatReference*> _myThreatListEntries;
ThreatReference const* _currentVictimRef;
ThreatReference const* ReselectVictim();
- ThreatReference const* _fixtateRef;
+ ThreatReference const* _fixateRef;
///== OTHERS' THREAT LISTS ==
void PutThreatenedByMeRef(ObjectGuid const& guid, ThreatReference* ref);