refactor(Scripts/Northrend): use emplace_back instead of push_back (#25142)
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@@ -1822,9 +1822,9 @@ public:
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{
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me->SetSpeed(MOVE_RUN, 9.0f / 7.0f);
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Movement::PointsArray path;
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path.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
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path.emplace_back(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
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for (uint8 i = 0; i <= 2; ++i)
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path.push_back(G3D::Vector3(PathWaypoints[i].GetPositionX(), PathWaypoints[i].GetPositionY(), PathWaypoints[i].GetPositionZ()));
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path.emplace_back(PathWaypoints[i].GetPositionX(), PathWaypoints[i].GetPositionY(), PathWaypoints[i].GetPositionZ());
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me->GetMotionMaster()->MoveSplinePath(&path);
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}
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break;
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@@ -1834,9 +1834,9 @@ public:
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Talk(SAY_LK_WINTER);
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me->CastSpell(me, SPELL_REMORSELESS_WINTER, true);
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Movement::PointsArray path;
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path.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
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path.emplace_back(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
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for (uint8 i = 3; i < PATH_WP_COUNT - 1; ++i)
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path.push_back(G3D::Vector3(PathWaypoints[i].GetPositionX(), PathWaypoints[i].GetPositionY(), PathWaypoints[i].GetPositionZ()));
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path.emplace_back(PathWaypoints[i].GetPositionX(), PathWaypoints[i].GetPositionY(), PathWaypoints[i].GetPositionZ());
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me->GetMotionMaster()->MoveSplinePath(&path);
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me->GetMotionMaster()->propagateSpeedChange();
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events.ScheduleEvent(EVENT_LK_SUMMON, 1s);
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@@ -1986,9 +1986,9 @@ public:
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++currentStopPoint;
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me->SetWalk(false);
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Movement::PointsArray path;
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path.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
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path.emplace_back(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
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for (uint8 i = WP_STOP[currentStopPoint - 1] + (currentStopPoint == 1 ? 0 : 1); i <= WP_STOP[currentStopPoint]; ++i)
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path.push_back(G3D::Vector3(PathWaypoints[i].GetPositionX(), PathWaypoints[i].GetPositionY(), PathWaypoints[i].GetPositionZ()));
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path.emplace_back(PathWaypoints[i].GetPositionX(), PathWaypoints[i].GetPositionY(), PathWaypoints[i].GetPositionZ());
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me->GetMotionMaster()->MoveSplinePath(&path, FORCED_MOVEMENT_RUN);
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}
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