Core/Object:

- Corrected the flag and use of UPDATEFLAG_LOWGUID.
- Send proper positions for objects on transports.
- Rename UPDATEFLAG_HAS_POSITION -> UPDATEFLAG_STATIONARY_POSITION
- Added some comments
This commit is contained in:
kaelima
2012-02-29 12:43:59 +01:00
parent 7eff1c8f53
commit eb1a2a3672
12 changed files with 84 additions and 75 deletions
+11 -11
View File
@@ -147,7 +147,7 @@ class Object
void BuildOutOfRangeUpdateBlock(UpdateData* data) const;
void BuildMovementUpdateBlock(UpdateData* data, uint32 flags = 0) const;
virtual void DestroyForPlayer(Player* target, bool anim = false) const;
virtual void DestroyForPlayer(Player* target, bool onDeath = false) const;
int32 GetInt32Value(uint16 index) const
{
@@ -299,18 +299,18 @@ class Object
// FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32);
Player* ToPlayer(){ if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
const Player* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (const Player*)((Player*)this); else return NULL; }
Creature* ToCreature(){ if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
const Creature* ToCreature() const {if (GetTypeId() == TYPEID_UNIT) return (const Creature*)((Creature*)this); else return NULL; }
Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return NULL; }
Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return (Creature const*)((Creature*)this); else return NULL; }
Unit* ToUnit(){ if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Unit*>(this); else return NULL; }
const Unit* ToUnit() const {if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (const Unit*)((Unit*)this); else return NULL; }
GameObject* ToGameObject(){ if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
const GameObject* ToGameObject() const {if (GetTypeId() == TYPEID_GAMEOBJECT) return (const GameObject*)((GameObject*)this); else return NULL; }
Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Unit*>(this); else return NULL; }
Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (const Unit*)((Unit*)this); else return NULL; }
GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return (const GameObject*)((GameObject*)this); else return NULL; }
Corpse* ToCorpse(){ if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
const Corpse* ToCorpse() const {if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return NULL; }
Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return NULL; }
protected:
Object ();