Fixes alot of little errors.

This commit is contained in:
hondacrx
2024-03-15 15:54:45 -04:00
parent b721aee6e5
commit 88f24c7791
11 changed files with 29 additions and 26 deletions
+2 -2
View File
@@ -777,7 +777,7 @@ namespace Game.Entities
lowGuid = map.GenerateLowGuid(HighGuid.Creature);
Creature creature = new();
if (creature.Create(lowGuid, map, entry, pos, null, vehId))
if (!creature.Create(lowGuid, map, entry, pos, null, vehId))
return null;
return creature;
@@ -786,7 +786,7 @@ namespace Game.Entities
public static Creature CreateCreatureFromDB(ulong spawnId, Map map, bool addToMap = true, bool allowDuplicate = false)
{
Creature creature = new();
if (creature.LoadFromDB(spawnId, map, addToMap, allowDuplicate))
if (!creature.LoadFromDB(spawnId, map, addToMap, allowDuplicate))
return null;
return creature;
+1 -1
View File
@@ -255,7 +255,7 @@ namespace Game.Entities
public bool CanSeeSpellClickOn(Creature creature)
{
if (creature.HasNpcFlag(NPCFlags.SpellClick))
if (!creature.HasNpcFlag(NPCFlags.SpellClick))
return false;
var clickBounds = Global.ObjectMgr.GetSpellClickInfoMapBounds(creature.GetEntry());
+4 -4
View File
@@ -2613,13 +2613,13 @@ namespace Game.Entities
canTalk = false;
break;
case GossipOptionNpc.Battlemaster:
if (creature.CanInteractWithBattleMaster(this, false))
if (!creature.CanInteractWithBattleMaster(this, false))
canTalk = false;
break;
case GossipOptionNpc.TalentMaster:
case GossipOptionNpc.SpecializationMaster:
case GossipOptionNpc.GlyphMaster:
if (creature.CanResetTalents(this))
if (!creature.CanResetTalents(this))
canTalk = false;
break;
case GossipOptionNpc.Stablemaster:
@@ -3435,7 +3435,7 @@ namespace Game.Entities
public bool IsAllowedToLoot(Creature creature)
{
if (creature.IsDead())
if (!creature.IsDead())
return false;
if (HasPendingBind())
@@ -4303,7 +4303,7 @@ namespace Game.Entities
return;
}
if (creature.IsAreaSpiritHealer())
if (!creature.IsAreaSpiritHealer())
return;
_areaSpiritHealerGUID = creature.GetGUID();
+1 -1
View File
@@ -377,7 +377,7 @@ namespace Game.Entities
// because the current GameObjectModel cannot be moved without recreating
creature.AddUnitState(UnitState.IgnorePathfinding);
if (creature.IsPositionValid())
if (!creature.IsPositionValid())
{
Log.outError(LogFilter.Transport, "Creature (guidlow {0}, entry {1}) not created. Suggested coordinates aren't valid (X: {2} Y: {3})", creature.GetGUID().ToString(), creature.GetEntry(), creature.GetPositionX(), creature.GetPositionY());
return null;
+2 -2
View File
@@ -1031,10 +1031,10 @@ namespace Game.Entities
{
Log.outDebug(LogFilter.Unit, "DealDamageNotPlayer");
if (creature.IsPet())
if (!creature.IsPet())
{
// must be after setDeathState which resets dynamic flags
if (creature.IsFullyLooted())
if (!creature.IsFullyLooted())
creature.SetDynamicFlag(UnitDynFlags.Lootable);
else
creature.AllLootRemovedFromCorpse();