Core/Units: Rename and change Get/SetVisibility to use a bool value instead of an unnecessary enum

Also replace some SetVisibility hacks to directly call UpdateObjectVisibility

--HG--
branch : trunk
This commit is contained in:
linencloth
2010-11-16 01:13:04 +01:00
parent 57c76407b0
commit 8fae0c176d
70 changed files with 181 additions and 187 deletions
+3 -3
View File
@@ -265,7 +265,7 @@ AOEAI::AOEAI(Creature *c) : CreatureAI(c)
if (!me->m_spells[0])
sLog.outError("AOEAI set for creature (entry = %u) with spell1=0. AI will do nothing", me->GetEntry());
me->SetVisibility(VISIBILITY_ON);//visible to see all spell anims
me->SetVisible(true);//visible to see all spell anims
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);//can't be targeted
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_ATTACKABLE_1);//can't be damaged
me->SetDisplayId(11686);//invisible model,around a size of a player
@@ -308,7 +308,7 @@ void VehicleAI::UpdateAI(const uint32 diff)
if (m_DismissTimer < diff)
{
m_DoDismiss = false;
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
me->ForcedDespawn();
}else m_DismissTimer -= diff;
}
@@ -316,7 +316,7 @@ void VehicleAI::UpdateAI(const uint32 diff)
void VehicleAI::Reset()
{
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
m_vehicle->Reset();
}
@@ -781,7 +781,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
me->SetPhaseMask(action.raw.param1, true);
break;
case ACTION_T_SET_VISIBILITY:
me->SetVisibility(UnitVisibility(action.raw.param1));
me->SetVisible(bool(action.raw.param1));
break;
case ACTION_T_SET_ACTIVE:
me->setActive(action.raw.param1 ? true : false);
+2 -2
View File
@@ -79,7 +79,7 @@ void SmartAI::UpdateDespawn(const uint32 diff)
{
if (mDespawnState == 2)
{
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
mDespawnTime = 5000;
mDespawnState++;
}
@@ -544,7 +544,7 @@ void SmartAI::JustRespawned()
mDespawnTime = 0;
mDespawnState = 0;
mEscortState = SMART_ESCORT_NONE;
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
if (me->getFaction() != me->GetCreatureInfo()->faction_A)
me->RestoreFaction();
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
@@ -681,7 +681,7 @@ void SmartScript::ProcessAction(SmartScriptHolder &e, Unit* unit, uint32 var0, u
case SMART_ACTION_SET_VISIBILITY:
{
if (me)
me->SetVisibility(e.action.visibility.state ? VISIBILITY_ON : VISIBILITY_OFF);
me->SetVisible(e.action.visibility.state ? true : false);
break;
}
case SMART_ACTION_SET_ACTIVE: