Some cleanups. (might break build for scripts as they are a WIP)

This commit is contained in:
hondacrx
2023-10-08 10:35:31 -04:00
parent fa10b981bd
commit cda53c8e7f
208 changed files with 2266 additions and 2329 deletions
+14 -14
View File
@@ -707,7 +707,7 @@ namespace Game.Entities
if (CanCompleteQuest(quest.Id))
CompleteQuest(quest.Id);
if (!questGiver)
if (questGiver == null)
return;
switch (questGiver.GetTypeId())
@@ -1190,10 +1190,10 @@ namespace Game.Entities
SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(displaySpell.SpellId, GetMap().GetDifficultyID());
Unit caster = this;
if (questGiver && questGiver.IsTypeMask(TypeMask.Unit) && !quest.HasFlag(QuestFlags.PlayerCastComplete) && !spellInfo.HasTargetType(Targets.UnitCaster))
if (questGiver != null && questGiver.IsTypeMask(TypeMask.Unit) && !quest.HasFlag(QuestFlags.PlayerCastComplete) && !spellInfo.HasTargetType(Targets.UnitCaster))
{
Unit unit = questGiver.ToUnit();
if (unit)
if (unit != null)
caster = unit;
}
@@ -2326,14 +2326,14 @@ namespace Game.Entities
public void GroupEventHappens(uint questId, WorldObject pEventObject)
{
var group = GetGroup();
if (group)
if (group != null)
{
for (GroupReference refe = group.GetFirstMember(); refe != null; refe = refe.Next())
{
Player player = refe.GetSource();
// for any leave or dead (with not released body) group member at appropriate distance
if (player && player.IsAtGroupRewardDistance(pEventObject) && !player.GetCorpse())
if (player != null && player.IsAtGroupRewardDistance(pEventObject) && player.GetCorpse() == null)
player.AreaExploredOrEventHappens(questId);
}
}
@@ -2450,7 +2450,7 @@ namespace Game.Entities
Quest quest = Global.ObjectMgr.GetQuestTemplate(questId);
if (!QuestObjective.CanAlwaysBeProgressedInRaid(objectiveType))
if (GetGroup() && GetGroup().IsRaidGroup() && !quest.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (GetGroup() != null && GetGroup().IsRaidGroup() && !quest.IsAllowedInRaid(GetMap().GetDifficultyID()))
continue;
ushort logSlot = objectiveStatusData.QuestStatusPair.Status.Slot;
@@ -2595,7 +2595,7 @@ namespace Game.Entities
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (GetGroup() != null && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
@@ -2611,7 +2611,7 @@ namespace Game.Entities
Quest qInfo = Global.ObjectMgr.GetQuestTemplate(questStatus.Key);
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (GetGroup() != null && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (!InBattleground())
continue;
@@ -2855,7 +2855,7 @@ namespace Game.Entities
packet.SkillLineIDReward = quest.RewardSkillId;
packet.NumSkillUpsReward = quest.RewardSkillPoints;
if (questGiver)
if (questGiver != null)
{
if (questGiver.IsGossip())
packet.LaunchGossip = quest.HasFlag(QuestFlags.LaunchGossipComplete);
@@ -2910,7 +2910,7 @@ namespace Game.Entities
public void SendQuestConfirmAccept(Quest quest, Player receiver)
{
if (!receiver)
if (receiver == null)
return;
QuestConfirmAcceptResponse packet = new();
@@ -2998,7 +2998,7 @@ namespace Game.Entities
{
// need also pet quests case support
Creature questgiver = ObjectAccessor.GetCreatureOrPetOrVehicle(this, itr);
if (!questgiver || questgiver.IsHostileTo(this))
if (questgiver == null || questgiver.IsHostileTo(this))
continue;
if (!questgiver.HasNpcFlag(NPCFlags.QuestGiver))
@@ -3009,7 +3009,7 @@ namespace Game.Entities
else if (itr.IsGameObject())
{
GameObject questgiver = GetMap().GetGameObject(itr);
if (!questgiver || questgiver.GetGoType() != GameObjectTypes.QuestGiver)
if (questgiver == null || questgiver.GetGoType() != GameObjectTypes.QuestGiver)
continue;
response.QuestGiver.Add(new QuestGiverInfo(questgiver.GetGUID(), GetQuestDialogStatus(questgiver)));
@@ -3048,7 +3048,7 @@ namespace Game.Entities
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (GetGroup() != null && GetGroup().IsRaidGroup() && !qInfo.IsAllowedInRaid(GetMap().GetDifficultyID()))
if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
@@ -3201,7 +3201,7 @@ namespace Game.Entities
{
case DisplayToastType.NewItem:
{
if (!item)
if (item == null)
return;
displayToast.BonusRoll = isBonusRoll;