Correction in scripts (m_creature -> me) - fixes #1954

(Also corrects some old scripts that seems to have been done the same way)

--HG--
branch : trunk
This commit is contained in:
click
2010-05-01 02:59:48 +02:00
parent 3eccb81ee3
commit 320cbdb2af
4 changed files with 60 additions and 60 deletions

View File

@@ -93,7 +93,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
{
//Say some stuff
DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,8280);
DoPlaySoundToSet(me,8280);
}
//*** HANDLED FUNCTION ***
@@ -101,7 +101,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
void UpdateAI(const uint32 diff)
{
//Out of combat timers
if (!m_creature->getVictim())
if (!me->getVictim())
{
//Random Say timer
if (Say_Timer < diff)
@@ -111,27 +111,27 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
{
case 0:
DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
DoPlaySoundToSet(me,8831); //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
break;
case 1:
DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,8818);
DoPlaySoundToSet(me,8818);
break;
case 2:
DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,8041);
DoPlaySoundToSet(me,8041);
break;
case 3:
DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,8581);
DoPlaySoundToSet(me,8581);
break;
case 4:
DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,8791);
DoPlaySoundToSet(me,8791);
break;
}
@@ -141,7 +141,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
//Rebuff timer
if (Rebuff_Timer < diff)
{
DoCast(m_creature,SPELL_BUFF);
DoCast(me,SPELL_BUFF);
Rebuff_Timer = 900000; //Rebuff agian in 15 minutes
}else Rebuff_Timer -= diff;
}
@@ -155,9 +155,9 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
{
//Cast spell one on our current target.
if (rand()%50 > 10)
DoCast(m_creature->getVictim(),SPELL_ONE_ALT);
else if (m_creature->IsWithinDist(m_creature->getVictim(), 25))
DoCast(m_creature->getVictim(),SPELL_ONE);
DoCast(me->getVictim(),SPELL_ONE_ALT);
else if (me->IsWithinDist(me->getVictim(), 25))
DoCast(me->getVictim(),SPELL_ONE);
Spell_1_Timer = 5000;
}else Spell_1_Timer -= diff;
@@ -166,7 +166,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
if (Spell_2_Timer < diff)
{
//Cast spell one on our current target.
DoCast(m_creature->getVictim(),SPELL_TWO);
DoCast(me->getVictim(),SPELL_TWO);
Spell_2_Timer = 37000;
}else Spell_2_Timer -= diff;
@@ -176,7 +176,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
if (Spell_3_Timer < diff)
{
//Cast spell one on our current target.
DoCast(m_creature->getVictim(),SPELL_THREE);
DoCast(me->getVictim(),SPELL_THREE);
Spell_3_Timer = 19000;
}else Spell_3_Timer -= diff;
@@ -186,9 +186,9 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
if (Beserk_Timer < diff)
{
//Say our line then cast uber death spell
DoPlaySoundToSet(m_creature,8588);
DoYell(SAY_BESERK,LANG_UNIVERSAL,m_creature->getVictim());
DoCast(m_creature->getVictim(),SPELL_BESERK);
DoPlaySoundToSet(me,8588);
DoYell(SAY_BESERK,LANG_UNIVERSAL,me->getVictim());
DoCast(me->getVictim(),SPELL_BESERK);
//Cast our beserk spell agian in 12 seconds if we didn't kill everyone
Beserk_Timer = 12000;
@@ -201,7 +201,7 @@ struct TRINITY_DLL_DECL custom_exampleAI : public ScriptedAI
//Go to next phase
Phase++;
DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
DoCast(m_creature,SPELL_ENRAGE);
DoCast(me,SPELL_ENRAGE);
}else Phase_Timer -= diff;
DoMeleeAttackIfReady();

View File

@@ -57,24 +57,24 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
switch (i)
{
case 1:
m_creature->Say(SAY_WALK, LANG_UNIVERSAL, 0);
me->Say(SAY_WALK, LANG_UNIVERSAL, 0);
break;
case 3:
{
m_creature->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
Creature* temp = m_creature->SummonCreature(21878, m_creature->GetPositionX()+5, m_creature->GetPositionY()+7, m_creature->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
me->Say(SAY_ATTACK, LANG_UNIVERSAL, 0);
Creature* temp = me->SummonCreature(21878, me->GetPositionX()+5, me->GetPositionY()+7, me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 3000);
if (temp)
temp->AI()->AttackStart(m_creature);
temp->AI()->AttackStart(me);
}
break;
case 4:
{
m_creature->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
me->Say(SAY_TIME_TO_GO, LANG_UNIVERSAL, PlayerGUID);
me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE);
Unit* temp = Unit::GetUnit(*m_creature, PlayerGUID);
Unit* temp = Unit::GetUnit(*me, PlayerGUID);
if (temp)
{
temp->MonsterSay(SAY_BYE, LANG_UNIVERSAL, 0);
@@ -88,8 +88,8 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
void Aggro(Unit*)
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
m_creature->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
else m_creature->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
me->Say(SAY_AGGRO1, LANG_UNIVERSAL, PlayerGUID);
else me->Say(SAY_AGGRO2, LANG_UNIVERSAL, 0);
}
void Reset()
@@ -102,16 +102,16 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
{
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
//killer = m_creature when player got to far from creature
if (killer == m_creature)
//killer = me when player got to far from creature
if (killer == me)
{
Unit *pTemp = Unit::GetUnit(*m_creature,PlayerGUID);
Unit *pTemp = Unit::GetUnit(*me,PlayerGUID);
if (pTemp)
DoWhisper(WHISPER_TOO_FAR, pTemp);
}
else m_creature->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
else me->Say(SAY_DIE1, LANG_UNIVERSAL, PlayerGUID);
}
else m_creature->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
else me->Say(SAY_DIE2, LANG_UNIVERSAL, 0);
}
void UpdateAI(const uint32 diff)
@@ -120,12 +120,12 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
npc_escortAI::UpdateAI(diff);
//Combat check
if (m_creature->isInCombat() && m_creature->getVictim())
if (me->isInCombat() && me->getVictim())
{
if (DeathCoilTimer < diff)
{
m_creature->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature->getVictim(), 33130, false);
me->Say(SAY_DEATHCOIL, LANG_UNIVERSAL, 0);
me->CastSpell(me->getVictim(), 33130, false);
DeathCoilTimer = 4000;
}else DeathCoilTimer -= diff;
@@ -135,14 +135,14 @@ struct TRINITY_DLL_DECL npc_testAI : public npc_escortAI
if (HasEscortState(STATE_ESCORT_ESCORTING))
if (ChatTimer < diff)
{
if (m_creature->HasAura(3593, 0))
if (me->HasAura(3593, 0))
{
m_creature->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature, 11540, false);
me->Say(SAY_FIREWORKS, LANG_UNIVERSAL, 0);
me->CastSpell(me, 11540, false);
}else
{
m_creature->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
m_creature->CastSpell(m_creature, 3593, false);
me->Say(SAY_BUFF, LANG_UNIVERSAL, 0);
me->CastSpell(me, 3593, false);
}
ChatTimer = 12000;

View File

@@ -29,7 +29,7 @@ EndScriptData */
// highlord mograine
#define SPELL_MARK_OF_MOGRAINE 28834
#define SPELL_RIGHTEOUS_FIRE 28882 // Applied as a 25% chance on melee hit to proc. m_creature->GetVictim()
#define SPELL_RIGHTEOUS_FIRE 28882 // Applied as a 25% chance on melee hit to proc. me->GetVictim()
#define SAY_TAUNT1 "Enough prattling. Let them come! We shall grind their bones to dust."
#define SAY_TAUNT2 "Conserve your anger! Harness your rage! You will all have outlets for your frustration soon enough."
@@ -74,21 +74,21 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
void InitialYell()
{
if (!m_creature->isInCombat())
if (!me->isInCombat())
{
switch(rand()%3)
{
case 0:
DoYell(SAY_AGGRO1,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,SOUND_AGGRO1);
DoPlaySoundToSet(me,SOUND_AGGRO1);
break;
case 1:
DoYell(SAY_AGGRO2,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,SOUND_AGGRO2);
DoPlaySoundToSet(me,SOUND_AGGRO2);
break;
case 2:
DoYell(SAY_AGGRO3,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,SOUND_AGGRO3);
DoPlaySoundToSet(me,SOUND_AGGRO3);
break;
}
}
@@ -100,11 +100,11 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
{
case 0:
DoYell(SAY_SLAY1,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,SOUND_SLAY1);
DoPlaySoundToSet(me,SOUND_SLAY1);
break;
case 1:
DoYell(SAY_SLAY2,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature,SOUND_SLAY2);
DoPlaySoundToSet(me,SOUND_SLAY2);
break;
}
}
@@ -112,7 +112,7 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
void JustDied(Unit* Killer)
{
DoYell(SAY_DEATH,LANG_UNIVERSAL,NULL);
DoPlaySoundToSet(m_creature, SOUND_DEATH);
DoPlaySoundToSet(me, SOUND_DEATH);
}
void Aggro(Unit *who)
@@ -128,24 +128,24 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
// Mark of Mograine
if (Mark_Timer < diff)
{
DoCast(m_creature->getVictim(),SPELL_MARK_OF_MOGRAINE);
DoCast(me->getVictim(),SPELL_MARK_OF_MOGRAINE);
Mark_Timer = 12000;
}else Mark_Timer -= diff;
// Shield Wall - All 4 horsemen will shield wall at 50% hp and 20% hp for 20 seconds
if (ShieldWall1 && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 50)
if (ShieldWall1 && (me->GetHealth()*100 / me->GetMaxHealth()) < 50)
{
if (ShieldWall1)
{
DoCast(m_creature,SPELL_SHIELDWALL);
DoCast(me,SPELL_SHIELDWALL);
ShieldWall1 = false;
}
}
if (ShieldWall2 && (m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 20)
if (ShieldWall2 && (me->GetHealth()*100 / me->GetMaxHealth()) < 20)
{
if (ShieldWall2)
{
DoCast(m_creature,SPELL_SHIELDWALL);
DoCast(me,SPELL_SHIELDWALL);
ShieldWall2 = false;
}
}
@@ -155,7 +155,7 @@ struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
{
if (rand()%4 == 1) // 1/4
{
DoCast(m_creature->getVictim(),SPELL_RIGHTEOUS_FIRE);
DoCast(me->getVictim(),SPELL_RIGHTEOUS_FIRE);
}
RighteousFire_Timer = 2000;
}else RighteousFire_Timer -= diff;

View File

@@ -365,16 +365,16 @@ struct npc_injured_goblinAI : public npc_escortAI
npc_injured_goblinAI(Creature* pCreature) : npc_escortAI(pCreature) { }
void WaypointReached(uint32 i)
{
Player* pPlayer = GetPlayerForEscort();
{
Player* pPlayer = GetPlayerForEscort();
switch (i)
{
case 26:
DoScriptText(SAY_END_WP_REACHED, m_creature, pPlayer);
DoScriptText(SAY_END_WP_REACHED, me, pPlayer);
break;
case 27:
if (pPlayer)
pPlayer->GroupEventHappens(QUEST_BITTER_DEPARTURE, m_creature);
pPlayer->GroupEventHappens(QUEST_BITTER_DEPARTURE, me);
break;
}
}
@@ -387,7 +387,7 @@ struct npc_injured_goblinAI : public npc_escortAI
{
Player* pPlayer = GetPlayerForEscort();
if (HasEscortState(STATE_ESCORT_ESCORTING) && pPlayer)
pPlayer->FailQuest(QUEST_BITTER_DEPARTURE);
pPlayer->FailQuest(QUEST_BITTER_DEPARTURE);
}
void UpdateAI(const uint32 uiDiff)
@@ -433,7 +433,7 @@ bool GossipSelect_npc_injured_goblin(Player* pPlayer, Creature* pCreature, uint3
if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
{
pEscortAI->Start(true, true, pPlayer->GetGUID());
pEscortAI->Start(true, true, pPlayer->GetGUID());
pCreature->setFaction(113);
}
return true;
@@ -483,7 +483,7 @@ void AddSC_storm_peaks()
newscript = new Script;
newscript->Name = "npc_injured_goblin";
newscript->GetAI = &GetAI_npc_injured_goblin;
newscript->GetAI = &GetAI_npc_injured_goblin;
newscript->pGossipHello = &GossipHello_npc_injured_goblin;
newscript->pGossipSelect = &GossipSelect_npc_injured_goblin;
newscript->pQuestAccept = &QuestAccept_npc_injured_goblin;