Change a variable name to nbe consistant. Thank xfury for pointing

This commit is contained in:
Antz 2016-12-02 11:55:41 +00:00 committed by Antz
parent 2c2f637cad
commit edde246d64
2 changed files with 4 additions and 4 deletions

View File

@ -1791,7 +1791,7 @@ SpellEntry const* Creature::ReachWithSpellAttack(Unit* pVictim)
float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// if(!IsInFront( pVictim, range ) && spellInfo->AttributesEx )
// continue;
if (dist > range || dist < minrange)
{ continue; }
@ -1831,7 +1831,7 @@ SpellEntry const* Creature::ReachWithSpellCure(Unit* pVictim)
float dist = GetCombatDistance(pVictim, spellInfo->rangeIndex == SPELL_RANGE_IDX_COMBAT);
// if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
// if(!IsInFront( pVictim, range ) && spellInfo->AttributesEx )
// continue;
if (dist > range || dist < minrange)
{ continue; }

View File

@ -6870,8 +6870,8 @@ bool Unit::IsVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this);
// Always invisible from back (when stealth detection is on), also filter max distance cases
bool isInFront = viewPoint->IsInFrontInMap(this, visibleDistance);
if (!isInFront)
bool IsInFront = viewPoint->IsInFrontInMap(this, visibleDistance);
if (!IsInFront)
{ return false; }
// Calculation if target is in front