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refactor(Core): Make more use of helpers. (#19835)
* Init. * Reword. * Update codestyle script. Co-Authored-By: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Add gameobject type ID check, reorder checks. * Add helper/codestyle check for unit type. * `IsUnit()` -> `IsCreature()` * Add `IsUnit()` method. * Use type mask. https: //github.com/TrinityCore/TrinityCore/commit/cc71da35b5dc74abf71f8691161525a23d870bb5 Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com> Co-Authored-By: Ovahlord <18347559+Ovahlord@users.noreply.github.com> * Replace instances of `isType` with `IsUnit`. --------- Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com> Co-authored-by: Ovahlord <18347559+Ovahlord@users.noreply.github.com>
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@@ -458,7 +458,7 @@ public:
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{
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Position pos = LightOfDawnFightPos[urand(0, 9)];
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if (Unit* target = cr->SelectNearbyTarget(nullptr, 10.0f))
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if (target->GetTypeId() == TYPEID_UNIT)
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if (target->IsCreature())
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target->GetMotionMaster()->MoveCharge(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), me->GetSpeed(MOVE_RUN));
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cr->GetMotionMaster()->MoveCharge(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), me->GetSpeed(MOVE_RUN));
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}
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