Core/Misc: Rename AddXXXFlag updatefield functions to SetXXXFlag

Port From (https://github.com/TrinityCore/TrinityCore/commit/b47185cabfbdeeaf492bf2303635db07ce703785)
This commit is contained in:
hondacrx
2022-05-30 16:12:11 -04:00
parent f53c4cb009
commit 442da7511f
43 changed files with 188 additions and 185 deletions
+7 -7
View File
@@ -1589,7 +1589,7 @@ namespace Game.AI
{
foreach (var target in targets)
if (IsUnit(target))
target.ToUnit().AddNpcFlag((NPCFlags)e.Action.flag.flag);
target.ToUnit().SetNpcFlag((NPCFlags)e.Action.flag.flag);
break;
}
case SmartActions.RemoveNpcFlag:
@@ -1764,7 +1764,7 @@ namespace Game.AI
// pet talent points
break;
case 2:
target.ToUnit().AddVisFlags((UnitVisFlags)e.Action.setunitByte.byte1);
target.ToUnit().SetVisFlag((UnitVisFlags)e.Action.setunitByte.byte1);
break;
case 3:
target.ToUnit().SetAnimTier((AnimTier)e.Action.setunitByte.byte1);
@@ -1789,7 +1789,7 @@ namespace Game.AI
// pet talent points
break;
case 2:
target.ToUnit().RemoveVisFlags((UnitVisFlags)e.Action.setunitByte.byte1);
target.ToUnit().RemoveVisFlag((UnitVisFlags)e.Action.setunitByte.byte1);
break;
case 3:
target.ToUnit().SetAnimTier(AnimTier.Ground);
@@ -1810,7 +1810,7 @@ namespace Game.AI
{
foreach (var target in targets)
if (IsUnit(target))
target.ToUnit().AddDynamicFlag((UnitDynFlags)e.Action.flag.flag);
target.ToUnit().SetDynamicFlag((UnitDynFlags)e.Action.flag.flag);
break;
}
case SmartActions.RemoveDynamicFlag:
@@ -2368,7 +2368,7 @@ namespace Game.AI
if (IsUnit(target))
{
if (e.Action.setImmunePC.immunePC != 0)
target.ToUnit().AddUnitFlag(UnitFlags.ImmuneToPc);
target.ToUnit().SetUnitFlag(UnitFlags.ImmuneToPc);
else
target.ToUnit().RemoveUnitFlag(UnitFlags.ImmuneToPc);
}
@@ -2382,7 +2382,7 @@ namespace Game.AI
if (IsUnit(target))
{
if (e.Action.setImmuneNPC.immuneNPC != 0)
target.ToUnit().AddUnitFlag(UnitFlags.ImmuneToNpc);
target.ToUnit().SetUnitFlag(UnitFlags.ImmuneToNpc);
else
target.ToUnit().RemoveUnitFlag(UnitFlags.ImmuneToNpc);
}
@@ -2396,7 +2396,7 @@ namespace Game.AI
if (IsUnit(target))
{
if (e.Action.setUninteractible.uninteractible != 0)
target.ToUnit().AddUnitFlag(UnitFlags.Uninteractible);
target.ToUnit().SetUnitFlag(UnitFlags.Uninteractible);
else
target.ToUnit().RemoveUnitFlag(UnitFlags.Uninteractible);
}