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

@@ -566,7 +566,7 @@ bool SmartAI::AssistPlayerInCombatAgainst(Unit* who)
return false;
}
void SmartAI::JustRespawned()
void SmartAI::JustAppeared()
{
mDespawnTime = 0;
mDespawnState = 0;

View File

@@ -71,7 +71,7 @@ class TC_GAME_API SmartAI : public CreatureAI
bool IsEscortInvokerInRange();
// Called when creature is spawned or respawned
void JustRespawned() override;
void JustAppeared() override;
// Called at reaching home after evade, InitializeAI(), EnterEvadeMode() for resetting variables
void JustReachedHome() override;