*Add function SummonTrigger and allow to override its AI.

*Remove some trigger scripts. Use default trigger AI and db data instead.
*Small fix on eagle boss' electrical storm.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-12-10 20:25:47 -06:00
parent 0029017e17
commit 39083f4ff8
16 changed files with 73 additions and 177 deletions

View File

@@ -220,10 +220,10 @@ void ScriptedAI::DoStopAttack()
void ScriptedAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
{
if (!victim || m_creature->IsNonMeleeSpellCasted(false))
if (!victim || m_creature->hasUnitState(UNIT_STAT_CASTING))
return;
m_creature->StopMoving();
//m_creature->StopMoving();
m_creature->CastSpell(victim, spellId, triggered);
}

View File

@@ -183,13 +183,13 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
void AttackStart(Unit *);
};
struct TRINITY_DLL_DECL NullCreatureAI : public CreatureAI
struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI
{
NullCreatureAI(Creature* c) : m_creature(c) {}
NullCreatureAI(Creature* c) : ScriptedAI(c) {}
~NullCreatureAI() {}
Creature *m_creature;
void Reset() {}
void Aggro(Unit*) {}
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void EnterEvadeMode() {}