Some refactoring of code. and some cleanups

This commit is contained in:
hondacrx
2019-09-21 12:11:16 -04:00
parent 7c405230cc
commit 35c06c09fd
214 changed files with 1235 additions and 1341 deletions
+8 -8
View File
@@ -450,7 +450,7 @@ namespace Game
}
if ((haveSameRace && skipCinematics == 1) || skipCinematics == 2)
newChar.setCinematic(1); // not show intro
newChar.SetCinematic(1); // not show intro
newChar.atLoginFlags = AtLoginFlags.FirstLogin; // First login
@@ -478,7 +478,7 @@ namespace Game
Log.outInfo(LogFilter.Player, "Account: {0} (IP: {1}) Create Character: {2} {3}", GetAccountId(), GetRemoteAddress(), createInfo.Name, newChar.GetGUID().ToString());
Global.ScriptMgr.OnPlayerCreate(newChar);
Global.CharacterCacheStorage.AddCharacterCacheEntry(newChar.GetGUID(), GetAccountId(), newChar.GetName(), newChar.m_playerData.NativeSex, (byte)newChar.GetRace(), (byte)newChar.GetClass(), (byte)newChar.getLevel(), false);
Global.CharacterCacheStorage.AddCharacterCacheEntry(newChar.GetGUID(), GetAccountId(), newChar.GetName(), newChar.m_playerData.NativeSex, (byte)newChar.GetRace(), (byte)newChar.GetClass(), (byte)newChar.GetLevel(), false);
newChar.CleanupsBeforeDelete();
}
@@ -710,9 +710,9 @@ namespace Game
pCurrChar.SendInitialPacketsBeforeAddToMap();
//Show cinematic at the first time that player login
if (pCurrChar.getCinematic() == 0)
if (pCurrChar.GetCinematic() == 0)
{
pCurrChar.setCinematic(1);
pCurrChar.SetCinematic(1);
ChrClassesRecord cEntry = CliDB.ChrClassesStorage.LookupByKey(pCurrChar.GetClass());
if (cEntry != null)
{
@@ -776,7 +776,7 @@ namespace Game
pCurrChar.LoadCorpse(holder.GetResult(PlayerLoginQueryLoad.CorpseLocation));
// setting Ghost+speed if dead
if (pCurrChar.getDeathState() != DeathState.Alive)
if (pCurrChar.GetDeathState() != DeathState.Alive)
{
// not blizz like, we must correctly save and load player instead...
if (pCurrChar.GetRace() == Race.NightElf && !pCurrChar.HasAura(20584))
@@ -850,7 +850,7 @@ namespace Game
string IP_str = GetRemoteAddress();
Log.outDebug(LogFilter.Network, "Account: {0} (IP: {1}) Login Character:[{2}] ({3}) Level: {4}",
GetAccountId(), IP_str, pCurrChar.GetName(), pCurrChar.GetGUID().ToString(), pCurrChar.getLevel());
GetAccountId(), IP_str, pCurrChar.GetName(), pCurrChar.GetGUID().ToString(), pCurrChar.GetLevel());
if (!pCurrChar.IsStandState() && !pCurrChar.HasUnitState(UnitState.Stunned))
pCurrChar.SetStandState(UnitStandStateType.Stand);
@@ -2159,7 +2159,7 @@ namespace Game
// creatures can kill players
// so if the server is lagging enough the player can
// release spirit after he's killed but before he is updated
if (GetPlayer().getDeathState() == DeathState.JustDied)
if (GetPlayer().GetDeathState() == DeathState.JustDied)
{
Log.outDebug(LogFilter.Network, "HandleRepopRequestOpcode: got request after player {0} ({1}) was killed and before he was updated",
GetPlayer().GetName(), GetPlayer().GetGUID().ToString());
@@ -2284,7 +2284,7 @@ namespace Game
GetPlayer().SetStandState(packet.StandState);
}
void SendCharCreate(ResponseCodes result, ObjectGuid guid = default(ObjectGuid))
void SendCharCreate(ResponseCodes result, ObjectGuid guid = default)
{
CreateChar response = new CreateChar();
response.Code = result;