Skip to content
This repository has been archived by the owner on Feb 29, 2024. It is now read-only.

Commit

Permalink
Server/Misc: Fix some static analysis issues.
Browse files Browse the repository at this point in the history
  • Loading branch information
AriDEV committed Mar 19, 2021
1 parent f763853 commit 35c6bab
Showing 1 changed file with 9 additions and 9 deletions.
18 changes: 9 additions & 9 deletions src/server/game/Entities/GameObject/GameObject.h
Original file line number Diff line number Diff line change
Expand Up @@ -659,7 +659,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
void UpdateRotationFields(float rotation2 = 0.0f, float rotation3 = 0.0f);

// overwrite WorldObject function for proper name localization
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const;
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const OVERRIDE;

void SaveToDB();
void SaveToDB(uint32 mapid, uint32 spawnMask);
Expand Down Expand Up @@ -781,10 +781,10 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map

void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);

bool IsAlwaysVisibleFor(WorldObject const* seer) const;
bool IsInvisibleDueToDespawn() const;
bool IsAlwaysVisibleFor(WorldObject const* seer) const OVERRIDE;
bool IsInvisibleDueToDespawn() const OVERRIDE;

uint8 getLevelForTarget(WorldObject const* target) const
uint8 getLevelForTarget(WorldObject const* target) const OVERRIDE
{
if (Unit* owner = GetOwner())
return owner->getLevelForTarget(target);
Expand Down Expand Up @@ -826,10 +826,10 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<Transport*>(this); else return NULL; }
Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return NULL; }

float GetStationaryX() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
float GetStationaryY() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
float GetStationaryZ() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
float GetStationaryO() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
float GetStationaryX() const OVERRIDE { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
float GetStationaryY() const OVERRIDE { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
float GetStationaryZ() const OVERRIDE { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
float GetStationaryO() const OVERRIDE { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }

void UpdateModelPosition();

Expand Down Expand Up @@ -870,7 +870,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>, public Map
void SwitchDoorOrButton(bool activate, bool alternative = false);

//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const OVERRIDE
{
//! Following check does check 3d distance
return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
Expand Down

0 comments on commit 35c6bab

Please sign in to comment.