refactor(Scripts/Northrend): use emplace_back instead of push_back (#25142)

This commit is contained in:
sogladev
2026-03-21 02:39:18 +01:00
committed by GitHub
parent 1d7c5e4b71
commit d78bce0a32

View File

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