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
@@ -876,7 +876,7 @@ public:
{
if (GETUNIT(Glaive, GlaiveGUID[i]))
{
Glaive->SetVisibility(VISIBILITY_OFF);
Glaive->SetVisible(false);
Glaive->setDeathState(JUST_DIED); // Despawn the Glaive
}
GlaiveGUID[i] = 0;
@@ -1229,7 +1229,7 @@ public:
if (Timer[EVENT_MAIEV_STEALTH])
{
me->SetFullHealth();
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
Timer[EVENT_MAIEV_STEALTH] = 0;
}
me->InterruptNonMeleeSpells(false);
@@ -1307,7 +1307,7 @@ public:
case EVENT_MAIEV_STEALTH:
{
me->SetFullHealth();
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
Timer[EVENT_MAIEV_STEALTH] = 0;
BlinkToPlayer();
@@ -1349,7 +1349,7 @@ public:
if (HealthBelowPct(50))
{
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
if (GETCRE(Illidan, IllidanGUID))
CAST_AI(boss_illidan_stormrage::boss_illidan_stormrageAI, Illidan->AI())->DeleteFromThreatList(me->GetGUID());
@@ -1446,7 +1446,7 @@ public:
me->SetUInt32Value(UNIT_NPC_FLAGS, 0); // Database sometimes has strange values..
me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
me->setActive(false);
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
}
// Do not call reset in Akama's evade mode, as this will stop him from summoning minions after he kills the first bit
@@ -1529,7 +1529,7 @@ public:
for (uint8 i = 0; i < 2; ++i)
if (Creature* Spirit = me->SummonCreature(i ? SPIRIT_OF_OLUM : SPIRIT_OF_UDALO, SpiritSpawns[i].x, SpiritSpawns[i].y, SpiritSpawns[i].z, 0, TEMPSUMMON_TIMED_DESPAWN, 20000))
{
Spirit->SetVisibility(VISIBILITY_OFF);
Spirit->SetVisible(false);
SpiritGUID[i] = Spirit->GetGUID();
}
}
@@ -1649,8 +1649,8 @@ public:
Timer = 2000;
break;
case 1: // spirit appear
Spirit[0]->SetVisibility(VISIBILITY_ON);
Spirit[1]->SetVisibility(VISIBILITY_ON);
Spirit[0]->SetVisible(true);
Spirit[1]->SetVisible(true);
Timer = 2000;
break;
case 2: // spirit help
@@ -1675,8 +1675,8 @@ public:
me->MonsterYell(SAY_AKAMA_BEWARE, LANG_UNIVERSAL, 0);
DoPlaySoundToSet(me, SOUND_AKAMA_BEWARE);
Channel->setDeathState(JUST_DIED);
Spirit[0]->SetVisibility(VISIBILITY_OFF);
Spirit[1]->SetVisibility(VISIBILITY_OFF);
Spirit[0]->SetVisible(false);
Spirit[1]->SetVisible(false);
Timer = 3000;
break;
case 6:
@@ -1718,12 +1718,12 @@ public:
void UpdateAI(const uint32 diff)
{
if (me->GetVisibility() == VISIBILITY_OFF)
if (!me->IsVisible())
{
if (Check_Timer <= diff)
{
if (pInstance && pInstance->GetData(DATA_ILLIDARICOUNCILEVENT) == DONE)
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
Check_Timer = 5000;
} else Check_Timer -= diff;
@@ -1882,7 +1882,7 @@ void boss_illidan_stormrage::boss_illidan_stormrageAI::JustSummoned(Creature* su
{
if (Phase == PHASE_TALK_SEQUENCE)
{
summon->SetVisibility(VISIBILITY_OFF);
summon->SetVisible(false);
summon->setDeathState(JUST_DIED);
return;
}
@@ -1903,7 +1903,7 @@ void boss_illidan_stormrage::boss_illidan_stormrageAI::JustSummoned(Creature* su
break;
case MAIEV_SHADOWSONG:
{
summon->SetVisibility(VISIBILITY_OFF); // Leave her invisible until she has to talk
summon->SetVisible(false); // Leave her invisible until she has to talk
summon->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
MaievGUID = summon->GetGUID();
CAST_AI(boss_maiev_shadowsong::boss_maievAI, summon->AI())->GetIllidanGUID(me->GetGUID());
@@ -1948,7 +1948,7 @@ void boss_illidan_stormrage::boss_illidan_stormrageAI::HandleTalkSequence()
case 11:
if (GETUNIT(Maiev, MaievGUID))
{
Maiev->SetVisibility(VISIBILITY_ON); // Maiev is now visible
Maiev->SetVisible(true); // Maiev is now visible
Maiev->CastSpell(Maiev, SPELL_TELEPORT_VISUAL, true); // onoz she looks like she teleported!
Maiev->SetInFront(me); // Have her face us
me->SetInFront(Maiev); // Face her, so it's not rude =P
@@ -2235,7 +2235,7 @@ public:
AttackStart(pTarget);
else
{
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
me->setDeathState(JUST_DIED);
return;
}
@@ -2246,7 +2246,7 @@ public:
GETUNIT(Illidan, IllidanGUID);
if (!Illidan || CAST_CRE(Illidan)->IsInEvadeMode())
{
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
me->setDeathState(JUST_DIED);
return;
} else CheckTimer = 5000;
@@ -262,7 +262,7 @@ public:
IsBanished = true;
HasKilledAkama = false;
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
//me->GetMotionMaster()->Clear();
@@ -72,7 +72,7 @@ public:
float x, y, z;
me->GetNearPoint(me, x, y, z, 1, 100, float(M_PI*2*rand_norm()));
me->GetMotionMaster()->MovePoint(0, x, y, z);
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
me->CastSpell(me,SPELL_MOLTEN_FLAME,true);
}
};
@@ -802,7 +802,7 @@ public:
AppearEnvenomTimer = 150000;
HasVanished = false;
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
}
@@ -842,7 +842,7 @@ public:
VanishTimer = 30000;
AppearEnvenomTimer= 28000;
HasVanished = true;
me->SetVisibility(VISIBILITY_OFF);
me->SetVisible(false);
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
DoResetThreat();
// Chase a unit. Check before DoMeleeAttackIfReady prevents from attacking
@@ -872,7 +872,7 @@ public:
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveChase(me->getVictim());
me->SetVisibility(VISIBILITY_ON);
me->SetVisible(true);
AppearEnvenomTimer = 6000;
} else AppearEnvenomTimer -= diff;
}