Core/Misc: Rename AddXXXFlag updatefield functions to SetXXXFlag
Port From (https://github.com/TrinityCore/TrinityCore/commit/b47185cabfbdeeaf492bf2303635db07ce703785)
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@@ -363,7 +363,7 @@ namespace Game.Entities
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break;
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case GameObjectTypes.PhaseableMo:
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RemoveFlag((GameObjectFlags)0xF00);
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AddFlag((GameObjectFlags)((m_goInfo.PhaseableMO.AreaNameSet & 0xF) << 8));
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SetFlag((GameObjectFlags)((m_goInfo.PhaseableMO.AreaNameSet & 0xF) << 8));
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break;
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case GameObjectTypes.CapturePoint:
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SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.SpellVisualID), m_goInfo.CapturePoint.SpellVisual1);
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@@ -1161,7 +1161,7 @@ namespace Game.Entities
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if (!GetGoInfo().GetDespawnPossibility() && !GetGoInfo().IsDespawnAtAction())
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{
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AddFlag(GameObjectFlags.NoDespawn);
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SetFlag(GameObjectFlags.NoDespawn);
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m_respawnDelayTime = 0;
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m_respawnTime = 0;
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}
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@@ -1507,7 +1507,7 @@ namespace Game.Entities
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RemoveFlag(GameObjectFlags.Locked);
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break;
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case GameObjectActions.Lock:
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AddFlag(GameObjectFlags.Locked);
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SetFlag(GameObjectFlags.Locked);
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break;
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case GameObjectActions.Open:
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if (unitCaster)
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@@ -1538,14 +1538,14 @@ namespace Game.Entities
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DespawnOrUnsummon();
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break;
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case GameObjectActions.MakeInert:
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AddFlag(GameObjectFlags.NotSelectable);
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SetFlag(GameObjectFlags.NotSelectable);
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break;
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case GameObjectActions.MakeActive:
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RemoveFlag(GameObjectFlags.NotSelectable);
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break;
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case GameObjectActions.CloseAndLock:
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ResetDoorOrButton();
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AddFlag(GameObjectFlags.Locked);
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SetFlag(GameObjectFlags.Locked);
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break;
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case GameObjectActions.UseArtKit0:
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case GameObjectActions.UseArtKit1:
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@@ -1648,7 +1648,7 @@ namespace Game.Entities
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void SwitchDoorOrButton(bool activate, bool alternative = false)
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{
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if (activate)
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AddFlag(GameObjectFlags.InUse);
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SetFlag(GameObjectFlags.InUse);
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else
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RemoveFlag(GameObjectFlags.InUse);
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@@ -1861,7 +1861,7 @@ namespace Game.Entities
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if (trapEntry != 0)
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TriggeringLinkedGameObject(trapEntry, user);
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AddFlag(GameObjectFlags.InUse);
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SetFlag(GameObjectFlags.InUse);
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SetLootState(LootState.Activated, user);
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// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
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@@ -2648,7 +2648,7 @@ namespace Game.Entities
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GetAI().Damaged(attackerOrHealer, m_goInfo.DestructibleBuilding.DamagedEvent);
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RemoveFlag(GameObjectFlags.Destroyed);
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AddFlag(GameObjectFlags.Damaged);
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SetFlag(GameObjectFlags.Damaged);
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uint modelId = m_goInfo.displayId;
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DestructibleModelDataRecord modelData = CliDB.DestructibleModelDataStorage.LookupByKey(m_goInfo.DestructibleBuilding.DestructibleModelRec);
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@@ -2682,7 +2682,7 @@ namespace Game.Entities
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}
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RemoveFlag(GameObjectFlags.Damaged);
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AddFlag(GameObjectFlags.Destroyed);
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SetFlag(GameObjectFlags.Destroyed);
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uint modelId = m_goInfo.displayId;
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DestructibleModelDataRecord modelData = CliDB.DestructibleModelDataStorage.LookupByKey(m_goInfo.DestructibleBuilding.DestructibleModelRec);
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@@ -3307,7 +3307,7 @@ namespace Game.Entities
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public uint GetRespawnDelay() { return m_respawnDelayTime; }
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public bool HasFlag(GameObjectFlags flags) { return (m_gameObjectData.Flags & (uint)flags) != 0; }
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public void AddFlag(GameObjectFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
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public void SetFlag(GameObjectFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
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public void RemoveFlag(GameObjectFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
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public void ReplaceAllFlags(GameObjectFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Flags), (uint)flags); }
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public void SetLevel(uint level) { SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.Level), level); }
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@@ -3415,7 +3415,7 @@ namespace Game.Entities
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{
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m_model = GameObjectModel.Create(new GameObjectModelOwnerImpl(this));
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if (m_model != null && m_model.IsMapObject())
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AddFlag(GameObjectFlags.MapObject);
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SetFlag(GameObjectFlags.MapObject);
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}
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// There's many places not ready for dynamic spawns. This allows them to live on for now.
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