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
+11 -11
View File
@@ -363,7 +363,7 @@ namespace Game.Entities
break;
case GameObjectTypes.PhaseableMo:
RemoveFlag((GameObjectFlags)0xF00);
AddFlag((GameObjectFlags)((m_goInfo.PhaseableMO.AreaNameSet & 0xF) << 8));
SetFlag((GameObjectFlags)((m_goInfo.PhaseableMO.AreaNameSet & 0xF) << 8));
break;
case GameObjectTypes.CapturePoint:
SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.SpellVisualID), m_goInfo.CapturePoint.SpellVisual1);
@@ -1161,7 +1161,7 @@ namespace Game.Entities
if (!GetGoInfo().GetDespawnPossibility() && !GetGoInfo().IsDespawnAtAction())
{
AddFlag(GameObjectFlags.NoDespawn);
SetFlag(GameObjectFlags.NoDespawn);
m_respawnDelayTime = 0;
m_respawnTime = 0;
}
@@ -1507,7 +1507,7 @@ namespace Game.Entities
RemoveFlag(GameObjectFlags.Locked);
break;
case GameObjectActions.Lock:
AddFlag(GameObjectFlags.Locked);
SetFlag(GameObjectFlags.Locked);
break;
case GameObjectActions.Open:
if (unitCaster)
@@ -1538,14 +1538,14 @@ namespace Game.Entities
DespawnOrUnsummon();
break;
case GameObjectActions.MakeInert:
AddFlag(GameObjectFlags.NotSelectable);
SetFlag(GameObjectFlags.NotSelectable);
break;
case GameObjectActions.MakeActive:
RemoveFlag(GameObjectFlags.NotSelectable);
break;
case GameObjectActions.CloseAndLock:
ResetDoorOrButton();
AddFlag(GameObjectFlags.Locked);
SetFlag(GameObjectFlags.Locked);
break;
case GameObjectActions.UseArtKit0:
case GameObjectActions.UseArtKit1:
@@ -1648,7 +1648,7 @@ namespace Game.Entities
void SwitchDoorOrButton(bool activate, bool alternative = false)
{
if (activate)
AddFlag(GameObjectFlags.InUse);
SetFlag(GameObjectFlags.InUse);
else
RemoveFlag(GameObjectFlags.InUse);
@@ -1861,7 +1861,7 @@ namespace Game.Entities
if (trapEntry != 0)
TriggeringLinkedGameObject(trapEntry, user);
AddFlag(GameObjectFlags.InUse);
SetFlag(GameObjectFlags.InUse);
SetLootState(LootState.Activated, user);
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
@@ -2648,7 +2648,7 @@ namespace Game.Entities
GetAI().Damaged(attackerOrHealer, m_goInfo.DestructibleBuilding.DamagedEvent);
RemoveFlag(GameObjectFlags.Destroyed);
AddFlag(GameObjectFlags.Damaged);
SetFlag(GameObjectFlags.Damaged);
uint modelId = m_goInfo.displayId;
DestructibleModelDataRecord modelData = CliDB.DestructibleModelDataStorage.LookupByKey(m_goInfo.DestructibleBuilding.DestructibleModelRec);
@@ -2682,7 +2682,7 @@ namespace Game.Entities
}
RemoveFlag(GameObjectFlags.Damaged);
AddFlag(GameObjectFlags.Destroyed);
SetFlag(GameObjectFlags.Destroyed);
uint modelId = m_goInfo.displayId;
DestructibleModelDataRecord modelData = CliDB.DestructibleModelDataStorage.LookupByKey(m_goInfo.DestructibleBuilding.DestructibleModelRec);
@@ -3307,7 +3307,7 @@ namespace Game.Entities
public uint GetRespawnDelay() { return m_respawnDelayTime; }
public bool HasFlag(GameObjectFlags flags) { return (m_gameObjectData.Flags & (uint)flags) != 0; }
public void AddFlag(GameObjectFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
public void SetFlag(GameObjectFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
public void RemoveFlag(GameObjectFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
public void ReplaceAllFlags(GameObjectFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
public void SetLevel(uint level) { SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Level), level); }
@@ -3415,7 +3415,7 @@ namespace Game.Entities
{
m_model = GameObjectModel.Create(new GameObjectModelOwnerImpl(this));
if (m_model != null && m_model.IsMapObject())
AddFlag(GameObjectFlags.MapObject);
SetFlag(GameObjectFlags.MapObject);
}
// There's many places not ready for dynamic spawns. This allows them to live on for now.