Core/Misc: Fixed some duplicate checks for player typeid in Unit::Kill and Spell::EffectSummonDeadPet. Also some random cleanup

This commit is contained in:
kaelima committed 2011-12-10 13:48:41 +01:00
1 parent b10477a166
commit 11fb0beaf0
5 files changed
+31 -47

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@@ -1642,7 +1642,7 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
bool corpseVisibility = false;
if (distanceCheck)
{
if (const Player* thisPlayer = ToPlayer())
if (Player const* thisPlayer = ToPlayer())
{
if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state
!(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & GHOST_VISIBILITY_GHOST))
@@ -1675,9 +1675,9 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (!corpseVisibility && !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GHOST)))
{
// Alive players can see dead players in some cases, but other objects can't do that
if (const Player* thisPlayer = ToPlayer())
if (Player const* thisPlayer = ToPlayer())
{
if (const Player* objPlayer = obj->ToPlayer())
if (Player const* objPlayer = obj->ToPlayer())
{
if (thisPlayer->GetTeam() != objPlayer->GetTeam() || !thisPlayer->IsGroupVisibleFor(objPlayer))
return false;
@@ -2018,7 +2018,6 @@ void WorldObject::SendMessageToSet(WorldPacket* data, bool self)
SendMessageToSetInRange(data, GetVisibilityRange(), self);
}
void WorldObject::SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/)
{
Trinity::MessageDistDeliverer notifier(this, data, dist);