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Core/Creature: Add new db field InteractionPauseTimer (#25880)
* Core/Creature: Add new db field InteractionPauseTimer
Add new db field InteractionPauseTimer to allow to define different interaction pause timers for each creature (the previous system was a global setting in worldserver.conf Creature.MovingStopTimeForPlayer)
* Set all columns in creature_template_movement as optional (can be NULL, default NULL). Fill only the columns that should override the default C++ value
* Use the InteractionPauseTimer value throughout the code instead of Creature.MovingStopTimeForPlayer
* Handle InteractionPauseTimer set to 0 as "don't stop at all"
* Implement InteractionPauseTimer in creature_movement_override
creature_movement_override allows NULL values, in which case the values from creature_template_movement will be used for those columns that are NULL, falling back to default C++ values if creature_template_movement has NULL values too (or no rows for the creature)
* Read default InteractionPauseTimer from worldserver.conf
* Rename 2021_99_99_99_world.sql to 2021_01_22_00_world.sql
(cherry picked from commit a22bc236eb)
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@@ -44,7 +44,8 @@ void WorldSession::HandleBattlemasterHelloOpcode(WorldPackets::NPC::Hello& hello
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return;
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// Stop the npc if moving
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unit->PauseMovement(sWorld->getIntConfig(CONFIG_CREATURE_STOP_FOR_PLAYER));
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if (uint32 pause = unit->GetMovementTemplate().GetInteractionPauseTimer())
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unit->PauseMovement(pause);
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unit->SetHomePosition(unit->GetPosition());
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BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(unit->GetEntry());
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