Core/Unit: rename more things
Port From (https://github.com/TrinityCore/TrinityCore/commit/4db13853f7707c168c1297e662f9e6085d2f01be)
This commit is contained in:
@@ -28,10 +28,10 @@ namespace Game.Entities
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CreatureData m_creatureData;
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Spell _focusSpell; // Locks the target during spell cast for proper facing
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uint _focusDelay;
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bool m_shouldReacquireTarget;
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ObjectGuid m_suppressedTarget; // Stores the creature's "real" target while casting
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float m_suppressedOrientation; // Stores the creature's "real" orientation while casting
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uint _spellFocusDelay;
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bool _shouldReacquireSpellFocusTarget;
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ObjectGuid _suppressedSpellFocusTarget; // Stores the creature's "real" target while casting
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float _suppressedSpellFocusOrientation; // Stores the creature's "real" orientation while casting
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long _lastDamagedTime; // Part of Evade mechanics
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MultiMap<byte, byte> m_textRepeat = new();
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@@ -532,23 +532,23 @@ namespace Game.Entities
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GetThreatManager().Update(diff);
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if (m_shouldReacquireTarget && !HandleSpellFocus(null, true))
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if (_shouldReacquireSpellFocusTarget && !HandleSpellFocus(null, true))
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{
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SetTarget(m_suppressedTarget);
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SetTarget(_suppressedSpellFocusTarget);
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if (!HasUnitFlag2(UnitFlags2.DisableTurn))
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{
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if (!m_suppressedTarget.IsEmpty())
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if (!_suppressedSpellFocusTarget.IsEmpty())
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{
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WorldObject objTarget = Global.ObjAccessor.GetWorldObject(this, m_suppressedTarget);
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WorldObject objTarget = Global.ObjAccessor.GetWorldObject(this, _suppressedSpellFocusTarget);
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if (objTarget)
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SetFacingToObject(objTarget);
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}
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else
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SetFacingTo(m_suppressedOrientation);
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SetFacingTo(_suppressedSpellFocusOrientation);
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}
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m_shouldReacquireTarget = false;
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_shouldReacquireSpellFocusTarget = false;
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}
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// periodic check to see if the creature has passed an evade boundary
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@@ -2920,7 +2920,7 @@ namespace Game.Entities
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public override void SetTarget(ObjectGuid guid)
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{
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if (HandleSpellFocus(null, true))
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m_suppressedTarget = guid;
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_suppressedSpellFocusTarget = guid;
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else
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), guid);
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}
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@@ -2955,8 +2955,8 @@ namespace Game.Entities
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// store pre-cast values for target and orientation (used to later restore)
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if (!HandleSpellFocus(null, true))
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{ // only overwrite these fields if we aren't transitioning from one spell focus to another
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m_suppressedTarget = GetTarget();
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m_suppressedOrientation = GetOrientation();
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_suppressedSpellFocusTarget = GetTarget();
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_suppressedSpellFocusOrientation = GetOrientation();
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}
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_focusSpell = focusSpell;
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@@ -3014,11 +3014,11 @@ namespace Game.Entities
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if (!_focusSpell)
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{
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if (!withDelay || _focusDelay == 0)
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if (!withDelay || _spellFocusDelay == 0)
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return false;
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if (Time.GetMSTimeDiffToNow(_focusDelay) > 1000) // @todo figure out if we can get rid of this magic number somehow
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if (Time.GetMSTimeDiffToNow(_spellFocusDelay) > 1000) // @todo figure out if we can get rid of this magic number somehow
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{
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_focusDelay = 0; // save checks in the future
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_spellFocusDelay = 0; // save checks in the future
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return false;
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}
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}
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@@ -3037,15 +3037,15 @@ namespace Game.Entities
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if (IsPet() && !HasUnitFlag2(UnitFlags2.DisableTurn))// player pets do not use delay system
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{
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), m_suppressedTarget);
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if (!m_suppressedTarget.IsEmpty())
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.Target), _suppressedSpellFocusTarget);
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if (!_suppressedSpellFocusTarget.IsEmpty())
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{
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WorldObject objTarget = Global.ObjAccessor.GetWorldObject(this, m_suppressedTarget);
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WorldObject objTarget = Global.ObjAccessor.GetWorldObject(this, _suppressedSpellFocusTarget);
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if (objTarget)
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SetFacingToObject(objTarget, false);
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}
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else
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SetFacingTo(m_suppressedOrientation, false);
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SetFacingTo(_suppressedSpellFocusOrientation, false);
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}
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else
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// tell the creature that it should reacquire its actual target after the delay expires (this is handled in ::Update)
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@@ -3056,17 +3056,17 @@ namespace Game.Entities
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ClearUnitState(UnitState.Focusing);
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_focusSpell = null;
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_focusDelay = (!IsPet() && withDelay) ? GameTime.GetGameTimeMS() : 0; // don't allow re-target right away to prevent visual bugs
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_spellFocusDelay = (!IsPet() && withDelay) ? GameTime.GetGameTimeMS() : 0; // don't allow re-target right away to prevent visual bugs
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}
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public void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next Update call
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public void MustReacquireTarget() { _shouldReacquireSpellFocusTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next Update call
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public void DoNotReacquireTarget()
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{
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m_shouldReacquireTarget = false;
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m_suppressedTarget = ObjectGuid.Empty;
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_shouldReacquireSpellFocusTarget = false;
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_suppressedSpellFocusTarget = ObjectGuid.Empty;
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SetTarget(ObjectGuid.Empty);
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m_suppressedOrientation = 0.0f;
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_suppressedSpellFocusOrientation = 0.0f;
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}
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public ulong GetSpawnId() { return m_spawnId; }
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