More refactoring of code.

This commit is contained in:
hondacrx
2019-09-23 21:41:13 -04:00
parent 2418715800
commit 570aebce26
176 changed files with 2261 additions and 2265 deletions
+26 -26
View File
@@ -43,10 +43,10 @@ namespace Game.Entities
// Search in threat list
ObjectGuid guid = who.GetGUID();
foreach (var refe in GetThreatManager().getThreatList())
foreach (var refe in GetThreatManager().GetThreatList())
{
// Return true if the unit matches
if (refe != null && refe.getUnitGuid() == guid)
if (refe != null && refe.GetUnitGuid() == guid)
return true;
}
@@ -60,18 +60,18 @@ namespace Game.Entities
public void SendChangeCurrentVictim(HostileReference pHostileReference)
{
if (!GetThreatManager().isThreatListEmpty())
if (!GetThreatManager().IsThreatListEmpty())
{
HighestThreatUpdate packet = new HighestThreatUpdate();
packet.UnitGUID = GetGUID();
packet.HighestThreatGUID = pHostileReference.getUnitGuid();
packet.HighestThreatGUID = pHostileReference.GetUnitGuid();
var refeList = GetThreatManager().getThreatList();
var refeList = GetThreatManager().GetThreatList();
foreach (var refe in refeList)
{
ThreatInfo info = new ThreatInfo();
info.UnitGUID = refe.getUnitGuid();
info.Threat = (long)refe.getThreat() * 100;
info.UnitGUID = refe.GetUnitGuid();
info.Threat = (long)refe.GetThreat() * 100;
packet.ThreatList.Add(info);
}
SendMessageToSet(packet, false);
@@ -108,7 +108,7 @@ namespace Game.Entities
++i;
}
GetHostileRefManager().deleteReferencesForFaction(factionId);
GetHostileRefManager().DeleteReferencesForFaction(factionId);
foreach (var control in m_Controlled)
control.StopAttackFaction(factionId);
@@ -136,22 +136,22 @@ namespace Game.Entities
{
ThreatRemove packet = new ThreatRemove();
packet.UnitGUID = GetGUID();
packet.AboutGUID = pHostileReference.getUnitGuid();
packet.AboutGUID = pHostileReference.GetUnitGuid();
SendMessageToSet(packet, false);
}
void SendThreatListUpdate()
{
if (!GetThreatManager().isThreatListEmpty())
if (!GetThreatManager().IsThreatListEmpty())
{
ThreatUpdate packet = new ThreatUpdate();
packet.UnitGUID = GetGUID();
var tlist = GetThreatManager().getThreatList();
var tlist = GetThreatManager().GetThreatList();
foreach (var refe in tlist)
{
ThreatInfo info = new ThreatInfo();
info.UnitGUID = refe.getUnitGuid();
info.Threat = (long)refe.getThreat() * 100;
info.UnitGUID = refe.GetUnitGuid();
info.Threat = (long)refe.GetThreat() * 100;
packet.ThreatList.Add(info);
}
SendMessageToSet(packet, false);
@@ -160,9 +160,9 @@ namespace Game.Entities
public void DeleteThreatList()
{
if (CanHaveThreatList(true) && !threatManager.isThreatListEmpty())
if (CanHaveThreatList(true) && !threatManager.IsThreatListEmpty())
SendClearThreatList();
threatManager.clearReferences();
threatManager.ClearReferences();
}
public void TauntApply(Unit taunter)
@@ -208,7 +208,7 @@ namespace Game.Entities
if (!target || target != taunter)
return;
if (threatManager.isThreatListEmpty())
if (threatManager.IsThreatListEmpty())
{
if (creature.IsAIEnabled)
creature.GetAI().EnterEvadeMode(EvadeReason.NoHostiles);
@@ -326,7 +326,7 @@ namespace Game.Entities
{
// Only mobs can manage threat lists
if (CanHaveThreatList() && !HasUnitState(UnitState.Evade))
threatManager.addThreat(victim, fThreat, schoolMask, threatSpell);
threatManager.AddThreat(victim, fThreat, schoolMask, threatSpell);
}
public float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SpellSchoolMask.Normal)
{
@@ -601,7 +601,7 @@ namespace Game.Entities
// melee attack spell casted at main hand attack only - no normal melee dmg dealt
if (attType == WeaponAttackType.BaseAttack && GetCurrentSpell(CurrentSpellTypes.Melee) != null && !extra)
m_currentSpells[CurrentSpellTypes.Melee].cast();
m_currentSpells[CurrentSpellTypes.Melee].Cast();
else
{
// attack can be redirected to another target
@@ -975,7 +975,7 @@ namespace Game.Entities
Spell spell = victim.GetCurrentSpell(CurrentSpellTypes.Generic);
if (spell)
{
if (spell.getState() == SpellState.Preparing)
if (spell.GetState() == SpellState.Preparing)
{
SpellInterruptFlags interruptFlags = spell.m_spellInfo.InterruptFlags;
if (interruptFlags.HasAnyFlag(SpellInterruptFlags.AbortOnDmg))
@@ -1143,7 +1143,7 @@ namespace Game.Entities
{
Spell spell = victim.GetCurrentSpell(CurrentSpellTypes.Generic);
if (spell != null)
if (spell.getState() == SpellState.Preparing)
if (spell.GetState() == SpellState.Preparing)
{
var interruptFlags = spell.m_spellInfo.InterruptFlags;
if (interruptFlags.HasAnyFlag(SpellInterruptFlags.AbortOnDmg))
@@ -1154,7 +1154,7 @@ namespace Game.Entities
}
Spell spell1 = victim.GetCurrentSpell(CurrentSpellTypes.Channeled);
if (spell1 != null)
if (spell1.getState() == SpellState.Casting && spell1.m_spellInfo.HasChannelInterruptFlag(SpellChannelInterruptFlags.Delay) && damagetype != DamageEffectType.DOT)
if (spell1.GetState() == SpellState.Casting && spell1.m_spellInfo.HasChannelInterruptFlag(SpellChannelInterruptFlags.Delay) && damagetype != DamageEffectType.DOT)
spell1.DelayedChannel();
}
}
@@ -1474,13 +1474,13 @@ namespace Game.Entities
{
Loot loot = creature.loot;
loot.clear();
loot.Clear();
uint lootid = creature.GetCreatureTemplate().LootId;
if (lootid != 0)
loot.FillLoot(lootid, LootStorage.Creature, looter, false, false, creature.GetLootMode());
if (creature.GetLootMode() > 0)
loot.generateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
loot.GenerateMoneyLoot(creature.GetCreatureTemplate().MinGold, creature.GetCreatureTemplate().MaxGold);
if (group)
{
@@ -1490,7 +1490,7 @@ namespace Game.Entities
group.SendLooter(creature, null);
// Update round robin looter only if the creature had loot
if (!loot.empty())
if (!loot.Empty())
group.UpdateLooterGuid(creature);
}
}
@@ -1572,7 +1572,7 @@ namespace Game.Entities
creature.DeleteThreatList();
// must be after setDeathState which resets dynamic flags
if (!creature.loot.isLooted())
if (!creature.loot.IsLooted())
creature.AddDynamicFlag(UnitDynFlags.Lootable);
else
creature.AllLootRemovedFromCorpse();
@@ -1798,7 +1798,7 @@ namespace Game.Entities
List<Unit> nearMembers = new List<Unit>();
// reserve place for players and pets because resizing vector every unit push is unefficient (vector is reallocated then)
for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.next())
for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
{
Player target = refe.GetSource();
if (target)