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Merge [SD2]
r1036 Code cleanup for boss karathress and a few additional in vashj. --HG-- branch : trunk
This commit is contained in:
@@ -50,6 +50,8 @@ enum
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PHASE_2 = 2,
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PHASE_3 = 3,
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MAX_SHIELD_GEN = 4,
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SPELL_MULTI_SHOT = 38310,
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SPELL_SHOCK_BLAST = 38509,
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SPELL_ENTANGLE = 38316,
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@@ -113,21 +115,18 @@ const float afShieldGeneratorChannelPos[4][4] =
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};
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//Lady Vashj AI
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struct MANGOS_DLL_DECL boss_lady_vashjAI : public ScriptedAI
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struct TRINITY_DLL_DECL boss_lady_vashjAI : public ScriptedAI
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{
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boss_lady_vashjAI(Creature* pCreature) : ScriptedAI(pCreature)
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{
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m_pInstance = ((ScriptedInstance*)pCreature->GetInstanceData());
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for(uint8 i = 0; i < 4; i++)
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m_auiShieldGeneratorChannel[i] = 0;
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Reset();
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memset(&m_auiShieldGeneratorChannel, 0, sizeof(m_auiShieldGeneratorChannel));
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}
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ScriptedInstance *m_pInstance; // the instance
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uint64 m_auiShieldGeneratorChannel[4];
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uint64 m_auiShieldGeneratorChannel[MAX_SHIELD_GEN];
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// timers
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uint32 m_uiShockBlast_Timer;
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@@ -176,7 +175,7 @@ struct MANGOS_DLL_DECL boss_lady_vashjAI : public ScriptedAI
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void RemoveAllShieldGenerators()
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{
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for(uint8 i = 0; i < 4; i++)
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for(uint8 i = 0; i < MAX_SHIELD_GEN; i++)
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{
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if (Unit* pTemp = Unit::GetUnit(*m_creature,m_auiShieldGeneratorChannel[i]))
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{
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@@ -211,7 +210,7 @@ struct MANGOS_DLL_DECL boss_lady_vashjAI : public ScriptedAI
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{
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m_creature->RemoveAllAuras();
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for(uint8 i = 0; i < 4; i++)
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for(uint8 i = 0; i < MAX_SHIELD_GEN; i++)
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{
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if (Creature* pCreature = m_creature->SummonCreature(NPC_SHIELD_GENERATOR, afShieldGeneratorChannelPos[i][0], afShieldGeneratorChannelPos[i][1], afShieldGeneratorChannelPos[i][2], afShieldGeneratorChannelPos[i][3], TEMPSUMMON_CORPSE_DESPAWN, 0))
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m_auiShieldGeneratorChannel[i] = pCreature->GetGUID();
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@@ -492,13 +491,12 @@ struct MANGOS_DLL_DECL boss_lady_vashjAI : public ScriptedAI
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//Enchanted Elemental
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//If one of them reaches Vashj he will increase her damage done by 5%.
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struct MANGOS_DLL_DECL mob_enchanted_elementalAI : public ScriptedAI
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struct TRINITY_DLL_DECL mob_enchanted_elementalAI : public ScriptedAI
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{
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mob_enchanted_elementalAI(Creature* pCreature) : ScriptedAI(pCreature)
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{
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m_pInstance = ((ScriptedInstance*)pCreature->GetInstanceData());
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SetCombatMovement(false);
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Reset();
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}
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ScriptedInstance *m_pInstance; // the instance
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@@ -528,13 +526,12 @@ struct MANGOS_DLL_DECL mob_enchanted_elementalAI : public ScriptedAI
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//Tainted Elemental
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//This mob has 7,900 life, doesn't move, and shoots Poison Bolts at one person anywhere in the area, doing 3,000 nature damage and placing a posion doing 2,000 damage every 2 seconds. He will switch targets often, or sometimes just hang on a single player, but there is nothing you can do about it except heal the damage and kill the Tainted Elemental
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struct MANGOS_DLL_DECL mob_tainted_elementalAI : public ScriptedAI
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struct TRINITY_DLL_DECL mob_tainted_elementalAI : public ScriptedAI
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{
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mob_tainted_elementalAI(Creature* pCreature) : ScriptedAI(pCreature)
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{
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m_pInstance = ((ScriptedInstance*)pCreature->GetInstanceData());
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SetCombatMovement(false);
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Reset();
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}
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ScriptedInstance* m_pInstance; // the instance
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@@ -567,12 +564,11 @@ struct MANGOS_DLL_DECL mob_tainted_elementalAI : public ScriptedAI
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//Toxic Sporebat
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//Toxic Spores: Used in m_uiPhase 3 by the Spore Bats, it creates a contaminated green patch of ground, dealing about 2775-3225 nature damage every second to anyone who stands in it.
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struct MANGOS_DLL_DECL mob_toxic_sporebatAI : public ScriptedAI
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struct TRINITY_DLL_DECL mob_toxic_sporebatAI : public ScriptedAI
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{
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mob_toxic_sporebatAI(Creature* pCreature) : ScriptedAI(pCreature)
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{
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m_pInstance = ((ScriptedInstance*)pCreature->GetInstanceData());
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Reset();
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}
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ScriptedInstance* m_pInstance;
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@@ -665,12 +661,11 @@ CreatureAI* GetAI_mob_coilfang_strider(Creature* pCreature)
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}
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//can probably be removed
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struct MANGOS_DLL_DECL mob_shield_generator_channelAI : public ScriptedAI
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struct TRINITY_DLL_DECL mob_shield_generator_channelAI : public ScriptedAI
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{
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mob_shield_generator_channelAI(Creature* pCreature) : ScriptedAI(pCreature)
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{
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m_pInstance = ((ScriptedInstance*)pCreature->GetInstanceData());
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Reset();
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}
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ScriptedInstance *m_pInstance; // the instance
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