From a58881d6dac1975b77abf361c5dc5ffcd755d2be Mon Sep 17 00:00:00 2001 From: ccrs Date: Sat, 3 Aug 2019 17:53:22 +0200 Subject: Core/Unit: rename more methods Workaround prework till actual facing system rework arrives (cherry picked from commit 85ad0befc51879627f865c86a6b415ca12401fe3) --- src/server/game/Spells/Spell.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'src/server/game/Spells/Spell.cpp') diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index f6925e947c5..813a68ce6ba 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -3167,9 +3167,9 @@ SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat())) { if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) - m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget()); + m_caster->ToCreature()->SetSpellFocusTarget(this, m_targets.GetObjectTarget()); else if (m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) - m_caster->ToCreature()->FocusTarget(this, nullptr); + m_caster->ToCreature()->SetSpellFocusTarget(this, nullptr); } } @@ -3407,7 +3407,7 @@ void Spell::_cast(bool skipCheck) } // if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now - // client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget + // client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::SetSpellFocusTarget if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->ToUnit()->HasUnitFlag(UNIT_FLAG_POSSESSED)) if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) if (WorldObject* objTarget = m_targets.GetObjectTarget()) @@ -3482,7 +3482,7 @@ void Spell::_cast(bool skipCheck) if (!m_spellInfo->IsChanneled()) if (Creature* creatureCaster = m_caster->ToCreature()) - creatureCaster->ReleaseFocus(this); + creatureCaster->ReleaseSpellFocus(this); // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells if ((m_spellInfo->HasHitDelay() && !m_spellInfo->IsChanneled()) || m_spellInfo->HasAttribute(SPELL_ATTR4_UNK4)) @@ -3940,7 +3940,7 @@ void Spell::finish(bool ok) } if (Creature* creatureCaster = unitCaster->ToCreature()) - creatureCaster->ReleaseFocus(this); + creatureCaster->ReleaseSpellFocus(this); if (!ok) return; @@ -4779,7 +4779,7 @@ void Spell::SendChannelStart(uint32 duration) if(target.TargetGUID != unitCaster->GetGUID()) if (Creature* creatureCaster = unitCaster->ToCreature()) if (!creatureCaster->HandleSpellFocus(this)) - creatureCaster->FocusTarget(this, ObjectAccessor::GetWorldObject(*creatureCaster, target.TargetGUID)); + creatureCaster->SetSpellFocusTarget(this, ObjectAccessor::GetWorldObject(*creatureCaster, target.TargetGUID)); } for (GOTargetInfo const& target : m_UniqueGOTargetInfo) -- cgit v1.2.3