Core/BossAI: Remove _DespawnAtEvade(uint32, Creature*) overload

Use _DespawnAtEvade(Seconds,  Creature*) instead
This commit is contained in:
Carbenium
2020-07-25 20:46:24 +02:00
committed by Peter Keresztes Schmidt
parent d7ff8c272a
commit 27229c10cd
3 changed files with 7 additions and 8 deletions

View File

@@ -593,12 +593,12 @@ bool BossAI::CanAIAttack(Unit const* target) const
return IsInBoundary(target);
}
void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)
void BossAI::_DespawnAtEvade(Seconds delayToRespawn /*= 30s*/, Creature* who /*= nullptr*/)
{
if (delayToRespawn < Seconds(2))
if (delayToRespawn < 2s)
{
TC_LOG_ERROR("scripts.ai", "BossAI::_DespawnAtEvade: called with delay of %ld seconds, defaulting to 2 (me: %s)", delayToRespawn.count(), me->GetGUID().ToString().c_str());
delayToRespawn = Seconds(2);
delayToRespawn = 2s;
}
if (!who)
@@ -611,7 +611,7 @@ void BossAI::_DespawnAtEvade(Seconds delayToRespawn, Creature* who)
return;
}
who->DespawnOrUnsummon(0, Seconds(delayToRespawn));
who->DespawnOrUnsummon(0, delayToRespawn);
if (instance && who == me)
instance->SetBossState(_bossId, FAIL);

View File

@@ -337,8 +337,7 @@ class TC_GAME_API BossAI : public ScriptedAI
void _JustEngagedWith(Unit* who);
void _JustDied();
void _JustReachedHome();
void _DespawnAtEvade(Seconds delayToRespawn, Creature* who = nullptr);
void _DespawnAtEvade(uint32 delayToRespawn = 30, Creature* who = nullptr) { _DespawnAtEvade(Seconds(delayToRespawn), who); }
void _DespawnAtEvade(Seconds delayToRespawn = 30s, Creature* who = nullptr);
void TeleportCheaters();

View File

@@ -261,8 +261,8 @@ public:
me->GetCreatureListWithEntryInGrid(triggers, NPC_WORLDTRIGGER_LARGE);
for (Creature* trigger : triggers)
if (trigger->HasAura(SPELL_SUMMON_CHAMPION_PERIODIC) || trigger->HasAura(SPELL_WEB_FRONT_DOORS) || trigger->HasAura(SPELL_WEB_SIDE_DOORS))
_DespawnAtEvade(25, trigger);
_DespawnAtEvade(25);
_DespawnAtEvade(25s, trigger);
_DespawnAtEvade(25s);
summons.DespawnAll();
for (ObjectGuid gNerubian : _anubar)
if (Creature* nerubian = ObjectAccessor::GetCreature(*me, gNerubian))