*Movement Generators standardization.

- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance)
- Fixed when creature entering in combat not count this as StoppedByPlayer.
- Random Movement Generator - added support for creating custom spawndist during the game.
- Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location).
- Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2.
- Home and Random movements no more using RespawnCoords(Home Position has implemented)
- Fixed bug when creature is moving on path and enter combat, after that returns to spawn position.
-Typo fix in Confused Movement Generator

--HG--
branch : trunk
This commit is contained in:
shadowu@mail.bg
2008-12-19 00:37:40 +02:00
parent 058db69e07
commit 51f0c70b7e
15 changed files with 85 additions and 36 deletions

View File

@@ -8169,7 +8169,7 @@ bool Unit::Attack(Unit *victim, bool meleeAttack)
((WorldObject*)this)->SendMessageToSet(&data, true);
((Creature*)this)->CallAssistance();
((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
((Creature*)this)->SetHomePosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
}
// delay offhand weapon attack to next attack time