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https://github.com/TrinityCore/TrinityCore.git
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Scripts/FollowerAI: Some cleanup:
- FollowerAI properly resumes follow after evading. - Removed duplicated getters from CreatureAI (IsEscorted vs IsEscortNPC), they were used to do the same thing - FollowerAI properly assists in combat. - FollowerAI properly despawns if quest is abandoned. - FollowerAI now supports dynamic respawning for escort NPCs.
This commit is contained in:
4
sql/updates/world/3.3.5/2019_08_01_00_world.sql
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4
sql/updates/world/3.3.5/2019_08_01_00_world.sql
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@@ -0,0 +1,4 @@
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--
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DELETE FROM `spawn_group` WHERE `spawnType`=0 AND `spawnId` IN (22831,36626,23708,39059);
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INSERT INTO `spawn_group` (`groupId`,`spawnType`,`spawnId`) VALUES
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(3,0,22831), (3,0,36626), (3,0,23708), (3,0,39059);
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@@ -146,6 +146,7 @@ class TC_GAME_API CreatureAI : public UnitAI
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virtual void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spellInfo*/) { }
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virtual void SpellHitTargetGameObject(GameObject* /*target*/, SpellInfo const* /*spellInfo*/) { }
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// Should return true if the NPC is currently being escorted
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virtual bool IsEscorted() const { return false; }
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// Called when creature appears in the world (spawn, respawn, grid load etc...)
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@@ -228,9 +229,6 @@ class TC_GAME_API CreatureAI : public UnitAI
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// If a PlayerAI* is returned, that AI is placed on the player instead of the default charm AI
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// Object destruction is handled by Unit::RemoveCharmedBy
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virtual PlayerAI* GetAIForCharmedPlayer(Player* /*who*/) { return nullptr; }
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// Should return true if the NPC is target of an escort quest
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// If onlyIfActive is set, should return true only if the escort quest is currently active
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virtual bool IsEscortNPC(bool /*onlyIfActive*/) const { return false; }
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// intended for encounter design/debugging. do not use for other purposes. expensive.
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int32 VisualizeBoundary(uint32 duration, Unit* owner = nullptr, bool fill = false) const;
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@@ -283,14 +283,8 @@ void EscortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */,
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{
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if (CreatureData const* cdata = me->GetCreatureData())
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{
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if (SpawnGroupTemplateData const* groupdata = cdata->spawnGroupData)
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{
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if (sWorld->getBoolConfig(CONFIG_RESPAWN_DYNAMIC_ESCORTNPC) && (groupdata->flags & SPAWNGROUP_FLAG_ESCORTQUESTNPC) && !map->GetCreatureRespawnTime(me->GetSpawnId()))
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{
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me->SetRespawnTime(me->GetRespawnDelay());
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me->SaveRespawnTime();
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}
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}
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if (sWorld->getBoolConfig(CONFIG_RESPAWN_DYNAMIC_ESCORTNPC) && (cdata->spawnGroupData->flags & SPAWNGROUP_FLAG_ESCORTQUESTNPC))
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me->SaveRespawnTime(me->GetRespawnDelay());
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}
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}
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@@ -378,17 +372,6 @@ void EscortAI::SetEscortPaused(bool on)
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}
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}
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bool EscortAI::IsEscortNPC(bool onlyIfActive) const
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{
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if (!onlyIfActive)
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return true;
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if (GetEventStarterGUID())
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return true;
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return false;
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}
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Player* EscortAI::GetPlayerForEscort()
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{
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return ObjectAccessor::GetPlayer(*me, _playerGUID);
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@@ -56,7 +56,7 @@ struct TC_GAME_API EscortAI : public ScriptedAI
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void SetEscortPaused(bool on);
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void SetPauseTimer(uint32 Timer) { _pauseTimer = Timer; }
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bool HasEscortState(uint32 escortState) { return (_escortState & escortState) != 0; }
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virtual bool IsEscorted() const override { return (_escortState & STATE_ESCORT_ESCORTING); }
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bool IsEscorted() const override { return !_playerGUID.IsEmpty(); }
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void SetMaxPlayerDistance(float newMax) { _maxPlayerDistance = newMax; }
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float GetMaxPlayerDistance() const { return _maxPlayerDistance; }
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void SetDespawnAtEnd(bool despawn) { _despawnAtEnd = despawn; }
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@@ -64,7 +64,6 @@ struct TC_GAME_API EscortAI : public ScriptedAI
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bool IsActiveAttacker() const { return _activeAttacker; } // obsolete
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void SetActiveAttacker(bool enable) { _activeAttacker = enable; }
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ObjectGuid GetEventStarterGUID() const { return _playerGUID; }
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virtual bool IsEscortNPC(bool isEscorting) const override;
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protected:
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Player* GetPlayerForEscort();
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@@ -32,37 +32,11 @@ enum Points
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POINT_COMBAT_START = 0xFFFFFF
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};
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FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature), _updateFollowTimer(2500), _followState(STATE_FOLLOW_NONE), _questForFollow(nullptr) { }
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void FollowerAI::MovementInform(uint32 type, uint32 id)
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{
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if (type != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
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return;
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if (id == POINT_COMBAT_START)
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{
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if (GetLeaderForFollower())
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{
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if (!HasFollowState(STATE_FOLLOW_PAUSED))
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AddFollowState(STATE_FOLLOW_RETURNING);
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}
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else
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me->DespawnOrUnsummon();
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}
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}
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void FollowerAI::AttackStart(Unit* who)
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{
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ScriptedAI::AttackStart(who);
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}
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FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature), _updateFollowTimer(2500), _followState(STATE_FOLLOW_NONE), _questForFollow(0) { }
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void FollowerAI::MoveInLineOfSight(Unit* who)
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{
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// TODO: what in the world is this?
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if (me->HasReactState(REACT_AGGRESSIVE) && !me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
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return;
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombatAgainst(who))
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !ShouldAssistPlayerInCombatAgainst(who))
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return;
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ScriptedAI::MoveInLineOfSight(who);
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@@ -81,53 +55,32 @@ void FollowerAI::JustDied(Unit* /*killer*/)
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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if (Player* member = groupRef->GetSource())
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if (member->IsInMap(player))
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member->FailQuest(_questForFollow->GetQuestId());
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member->FailQuest(_questForFollow);
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}
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else
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player->FailQuest(_questForFollow->GetQuestId());
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player->FailQuest(_questForFollow);
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}
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}
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void FollowerAI::JustAppeared()
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void FollowerAI::JustReachedHome()
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{
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_followState = STATE_FOLLOW_NONE;
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if (!IsCombatMovementAllowed())
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SetCombatMovement(true);
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if (me->GetFaction() != me->GetCreatureTemplate()->faction)
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me->SetFaction(me->GetCreatureTemplate()->faction);
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Reset();
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}
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void FollowerAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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if (!me->IsAlive())
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{
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EngagementOver();
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if (!HasFollowState(STATE_FOLLOW_INPROGRESS))
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return;
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}
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me->RemoveAllAuras();
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me->CombatStop(true);
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me->SetLootRecipient(nullptr);
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me->SetCannotReachTarget(false);
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me->DoNotReacquireTarget();
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EngagementOver();
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if (HasFollowState(STATE_FOLLOW_INPROGRESS))
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if (Player* player = GetLeaderForFollower())
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{
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TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::EnterEvadeMode: left combat, returning to CombatStartPosition. (%s)", me->GetGUID().ToString().c_str());
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if (me->HasUnitState(UNIT_STATE_CHASE))
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me->GetMotionMaster()->Remove(CHASE_MOTION_TYPE);
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if (HasFollowState(STATE_FOLLOW_PAUSED))
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return;
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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}
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else
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me->GetMotionMaster()->MoveTargetedHome();
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me->DespawnOrUnsummon();
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}
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Reset();
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void FollowerAI::OwnerAttackedBy(Unit* other)
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{
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if (!me->HasReactState(REACT_PASSIVE) && ShouldAssistPlayerInCombatAgainst(other))
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me->EngageWithTarget(other);
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}
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void FollowerAI::UpdateAI(uint32 uiDiff)
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@@ -144,27 +97,23 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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}
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bool maxRangeExceeded = true;
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bool questAbandoned = (_questForFollow != 0);
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if (Player* player = GetLeaderForFollower())
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{
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if (HasFollowState(STATE_FOLLOW_RETURNING))
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{
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TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: is returning to leader. (%s)", me->GetGUID().ToString().c_str());
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RemoveFollowState(STATE_FOLLOW_RETURNING);
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me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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return;
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}
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if (Group* group = player->GetGroup())
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{
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next())
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for (GroupReference* groupRef = group->GetFirstMember(); groupRef && (maxRangeExceeded || questAbandoned); groupRef = groupRef->next())
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{
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Player* member = groupRef->GetSource();
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if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
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{
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if (!member)
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continue;
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if (maxRangeExceeded && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
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maxRangeExceeded = false;
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break;
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if (questAbandoned)
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{
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QuestStatus status = member->GetQuestStatus(_questForFollow);
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if ((status == QUEST_STATUS_COMPLETE) || (status == QUEST_STATUS_INCOMPLETE))
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questAbandoned = false;
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}
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}
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}
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@@ -172,10 +121,16 @@ void FollowerAI::UpdateAI(uint32 uiDiff)
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{
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if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE))
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maxRangeExceeded = false;
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if (questAbandoned)
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{
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QuestStatus status = player->GetQuestStatus(_questForFollow);
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if ((status == QUEST_STATUS_COMPLETE) || (status == QUEST_STATUS_INCOMPLETE))
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questAbandoned = false;
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}
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}
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}
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if (maxRangeExceeded)
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if (maxRangeExceeded || questAbandoned)
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{
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TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::UpdateAI: failed because player/group was to far away or not found (%s)", me->GetGUID().ToString().c_str());
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me->DespawnOrUnsummon();
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@@ -199,8 +154,17 @@ void FollowerAI::UpdateFollowerAI(uint32 /*uiDiff*/)
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DoMeleeAttackIfReady();
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}
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void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, Quest const* quest)
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void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, uint32 quest)
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{
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if (Map* map = me->GetMap())
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{
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if (CreatureData const* cdata = me->GetCreatureData())
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{
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if (sWorld->getBoolConfig(CONFIG_RESPAWN_DYNAMIC_ESCORTNPC) && (cdata->spawnGroupData->flags & SPAWNGROUP_FLAG_ESCORTQUESTNPC))
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me->SaveRespawnTime(me->GetRespawnDelay());
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}
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}
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if (me->IsEngaged())
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{
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TC_LOG_DEBUG("scripts.ai.followerai", "FollowerAI::StartFollow: attempt to StartFollow while in combat. (%s)", me->GetGUID().ToString().c_str());
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@@ -301,22 +265,15 @@ Player* FollowerAI::GetLeaderForFollower()
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// This part provides assistance to a player that are attacked by who, even if out of normal aggro range
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// It will cause me to attack who that are attacking _any_ player (which has been confirmed may happen also on offi)
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// The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
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bool FollowerAI::AssistPlayerInCombatAgainst(Unit* who)
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bool FollowerAI::ShouldAssistPlayerInCombatAgainst(Unit* who) const
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{
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if (!who || !who->GetVictim())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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return false;
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// experimental (unknown) flag not present
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if (!(me->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_ASSIST))
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return false;
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// not a player
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if (!who->EnsureVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
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return false;
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if (!who->isInAccessiblePlaceFor(me))
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return false;
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@@ -336,11 +293,8 @@ bool FollowerAI::AssistPlayerInCombatAgainst(Unit* who)
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return false;
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// too far away and no free sight
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if (me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(who))
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{
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me->EngageWithTarget(who);
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return true;
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}
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if (!me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) || !me->IsWithinLOSInMap(who))
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return false;
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return false;
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return true;
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}
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@@ -27,11 +27,10 @@ enum FollowerState : uint32
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{
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STATE_FOLLOW_NONE = 0x000,
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STATE_FOLLOW_INPROGRESS = 0x001, // must always have this state for any follow
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STATE_FOLLOW_RETURNING = 0x002, // when returning to combat start after being in combat
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STATE_FOLLOW_PAUSED = 0x004, // disables following
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STATE_FOLLOW_COMPLETE = 0x008, // follow is completed and may end
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STATE_FOLLOW_PREEVENT = 0x010, // not implemented (allow pre event to run, before follow is initiated)
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STATE_FOLLOW_POSTEVENT = 0x020 // can be set at complete and allow post event to run
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STATE_FOLLOW_PAUSED = 0x002, // disables following
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STATE_FOLLOW_COMPLETE = 0x004, // follow is completed and may end
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STATE_FOLLOW_PREEVENT = 0x008, // not implemented (allow pre event to run, before follow is initiated)
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STATE_FOLLOW_POSTEVENT = 0x010 // can be set at complete and allow post event to run
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};
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class TC_GAME_API FollowerAI : public ScriptedAI
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@@ -40,24 +39,23 @@ class TC_GAME_API FollowerAI : public ScriptedAI
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explicit FollowerAI(Creature* creature);
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~FollowerAI() { }
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void MovementInform(uint32 type, uint32 id) override;
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void AttackStart(Unit*) override;
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void MoveInLineOfSight(Unit*) override;
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void EnterEvadeMode(EvadeReason /*why*/ = EVADE_REASON_OTHER) override;
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void JustDied(Unit*) override;
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void JustAppeared() override;
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void JustReachedHome() override;
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void OwnerAttackedBy(Unit* other) override;
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// the "internal" update, calls UpdateFollowerAI()
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void UpdateAI(uint32) override;
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// used when it's needed to add code in update (abilities, scripted events, etc)
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virtual void UpdateFollowerAI(uint32);
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void StartFollow(Player* player, uint32 factionForFollower = 0, Quest const* quest = nullptr);
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void StartFollow(Player* player, uint32 factionForFollower = 0, uint32 quest = 0);
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// if special event require follow mode to hold/resume during the follow
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void SetFollowPaused(bool paused);
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void SetFollowComplete(bool withEndEvent = false);
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bool HasFollowState(uint32 uiFollowState) { return (_followState & uiFollowState) != 0; }
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bool IsEscorted() const override { return HasFollowState(STATE_FOLLOW_INPROGRESS); }
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bool HasFollowState(uint32 uiFollowState) const { return (_followState & uiFollowState) != 0; }
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protected:
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Player* GetLeaderForFollower();
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@@ -65,13 +63,12 @@ class TC_GAME_API FollowerAI : public ScriptedAI
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private:
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void AddFollowState(uint32 followState) { _followState |= followState; }
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void RemoveFollowState(uint32 followState) { _followState &= ~followState; }
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bool AssistPlayerInCombatAgainst(Unit* who);
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bool ShouldAssistPlayerInCombatAgainst(Unit* who) const;
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ObjectGuid _leaderGUID;
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uint32 _updateFollowTimer;
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uint32 _followState;
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|
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Quest const* _questForFollow;
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uint32 _questForFollow;
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};
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#endif
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@@ -3285,10 +3285,10 @@ void Creature::AtDisengage()
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}
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}
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bool Creature::IsEscortNPC(bool onlyIfActive)
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bool Creature::IsEscorted() const
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{
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if (CreatureAI* ai = AI())
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return ai->IsEscortNPC(onlyIfActive);
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if (CreatureAI const* ai = AI())
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return ai->IsEscorted();
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return false;
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}
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|
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|
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@@ -355,7 +355,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
|
||||
CreatureTextRepeatIds GetTextRepeatGroup(uint8 textGroup);
|
||||
void SetTextRepeatId(uint8 textGroup, uint8 id);
|
||||
void ClearTextRepeatGroup(uint8 textGroup);
|
||||
bool IsEscortNPC(bool onlyIfActive = true);
|
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bool IsEscorted() const;
|
||||
|
||||
bool CanGiveExperience() const;
|
||||
|
||||
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@@ -2964,7 +2964,7 @@ bool Map::CheckRespawn(RespawnInfo* info)
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if (!creature->IsAlive())
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continue;
|
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// escort NPCs are allowed to respawn as long as all other instances are already escorting
|
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if (isEscort && creature->IsEscortNPC(true))
|
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if (isEscort && creature->IsEscorted())
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||||
continue;
|
||||
doDelete = true;
|
||||
break;
|
||||
|
||||
@@ -161,7 +161,7 @@ public:
|
||||
{
|
||||
me->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
Talk(SAY_KER_START, player);
|
||||
StartFollow(player, FACTION_ESCORTEE_N_NEUTRAL_PASSIVE, quest);
|
||||
StartFollow(player, FACTION_ESCORTEE_N_NEUTRAL_PASSIVE, QUEST_SLEEPER_AWAKENED);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@@ -326,7 +326,7 @@ public:
|
||||
if (me->IsWithinDistInMap(who, INTERACTION_DISTANCE))
|
||||
{
|
||||
Player* player = GetLeaderForFollower();
|
||||
if (player && player->GetQuestStatus(QUEST_TOOGA) == QUEST_STATUS_INCOMPLETE)
|
||||
if (player)
|
||||
player->GroupEventHappens(QUEST_TOOGA, me);
|
||||
|
||||
TortaGUID = who->GetGUID();
|
||||
@@ -339,10 +339,7 @@ public:
|
||||
{
|
||||
FollowerAI::MovementInform(MotionType, PointId);
|
||||
|
||||
if (MotionType != POINT_MOTION_TYPE)
|
||||
return;
|
||||
|
||||
if (PointId == POINT_ID_TO_WATER)
|
||||
if ((MotionType == POINT_MOTION_TYPE) && (PointId == POINT_ID_TO_WATER))
|
||||
SetFollowComplete();
|
||||
}
|
||||
|
||||
@@ -416,7 +413,7 @@ public:
|
||||
void QuestAccept(Player* player, Quest const* quest) override
|
||||
{
|
||||
if (quest->GetQuestId() == QUEST_TOOGA)
|
||||
StartFollow(player, FACTION_ESCORTEE_N_NEUTRAL_PASSIVE, quest);
|
||||
StartFollow(player, FACTION_ESCORTEE_N_NEUTRAL_PASSIVE, QUEST_TOOGA);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -340,7 +340,7 @@ public:
|
||||
if (quest->GetQuestId() == QUEST_A_LITTLE_HELP)
|
||||
{
|
||||
me->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
StartFollow(player, FACTION_ESCORTEE_N_NEUTRAL_PASSIVE, quest);
|
||||
StartFollow(player, FACTION_ESCORTEE_N_NEUTRAL_PASSIVE, QUEST_A_LITTLE_HELP);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user