Core/Scripts: dynamic_spawning follow-up, I had forgotten JustRespawned existed.

- Rename JustRespawned to JustAppeared, which better matches its behavior anyway.
- Properly invoke JustAppeared for new (re-)spawns - fixes #20111.
- Fix Thaddius script to work with dynamic_spawning (mostly unrelated to the above) - Feugen/Stalagg should really be a summon group, but I don't have time to fix that right now.
- Fix default value for DynamicEscortNPC to match worldserver.conf.dist.
This commit is contained in:
Treeston
2017-08-06 16:07:15 +02:00
parent dbda060ae7
commit 184c45cfe0
25 changed files with 54 additions and 91 deletions

View File

@@ -150,7 +150,7 @@ void npc_escortAI::JustDied(Unit* /*killer*/)
}
}
void npc_escortAI::JustRespawned()
void npc_escortAI::JustAppeared()
{
m_uiEscortState = STATE_ESCORT_NONE;

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@@ -65,7 +65,7 @@ struct TC_GAME_API npc_escortAI : public ScriptedAI
void JustDied(Unit*) override;
void JustRespawned() override;
void JustAppeared() override;
void ReturnToLastPoint();

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@@ -145,7 +145,7 @@ void FollowerAI::JustDied(Unit* /*killer*/)
}
}
void FollowerAI::JustRespawned()
void FollowerAI::JustAppeared()
{
m_uiFollowState = STATE_FOLLOW_NONE;

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@@ -53,7 +53,7 @@ class TC_GAME_API FollowerAI : public ScriptedAI
void JustDied(Unit*) override;
void JustRespawned() override;
void JustAppeared() override;
void UpdateAI(uint32) override; //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)