Make typecasting methods *really* safe and get rid of redundant typeId/Typemask checks, thanks Zor and Machiavelli for help
--HG-- branch : trunk
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@@ -1135,6 +1135,46 @@ bool Object::PrintIndexError(uint32 index, bool set) const
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return false;
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}
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inline Unit* Object::ToUnit()
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{
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return dynamic_cast<Unit*>(this);
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}
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inline const Unit* Object::ToUnit() const
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{
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return dynamic_cast<const Unit*>(this);
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}
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inline Player* Object::ToPlayer()
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{
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return dynamic_cast<Player*>(this);
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}
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inline const Player* Object::ToPlayer() const
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{
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return dynamic_cast<const Player*>(this);
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}
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inline Creature* Object::ToCreature()
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{
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return dynamic_cast<Creature*>(this);
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}
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inline const Creature* Object::ToCreature() const
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{
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return dynamic_cast<const Creature*>(this);
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}
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inline Item* Object::ToItem()
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{
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return dynamic_cast<Item*>(this);
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}
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inline const Item* Object::ToItem() const
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{
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return dynamic_cast<const Item*>(this);
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}
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bool Position::HasInLine(const Unit * const target, float distance, float width) const
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{
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if (!HasInArc(M_PI, target) || !target->IsWithinDist3d(m_positionX, m_positionY, m_positionZ, distance))
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@@ -116,6 +116,7 @@ class CreatureAI;
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class ZoneScript;
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class Unit;
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class Transport;
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class Item;
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typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
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@@ -320,10 +321,14 @@ class Object
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// FG: some hacky helpers
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void ForceValuesUpdateAtIndex(uint32);
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Player* ToPlayer(){ if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
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const Player* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (const Player*)((Player*)this); else return NULL; }
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Creature* ToCreature(){ if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
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const Creature* ToCreature() const {if (GetTypeId() == TYPEID_UNIT) return (const Creature*)((Creature*)this); else return NULL; }
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Unit* ToUnit();
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const Unit* ToUnit() const;
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Player* ToPlayer();
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const Player* ToPlayer() const;
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Creature* ToCreature();
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const Creature* ToCreature() const;
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Item* ToItem();
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const Item* ToItem() const;
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protected:
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