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Core/Objects: Add GOSummonType argument to SummonGameObject accepting XYZ arguments instead of Position (#24655)
(cherry picked from commit d2b88fbd50)
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@@ -1892,7 +1892,7 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, Qua
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return go;
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}
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GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, uint32 respawnTime)
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GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, uint32 respawnTime, GOSummonType summonType)
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{
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if (!x && !y && !z)
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{
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@@ -1901,7 +1901,7 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float
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}
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Position pos(x, y, z, ang);
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return SummonGameObject(entry, pos, rot, respawnTime);
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return SummonGameObject(entry, pos, rot, respawnTime, summonType);
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}
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Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, CreatureAI* (*GetAI)(Creature*))
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@@ -572,7 +572,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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TempSummon* SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType, Milliseconds despawnTime, uint32 vehId = 0, uint32 spellId = 0, ObjectGuid privateObjectOwner = ObjectGuid::Empty) { return SummonCreature(entry, pos, despawnType, uint32(despawnTime.count()), vehId, spellId, privateObjectOwner); }
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TempSummon* SummonCreature(uint32 entry, float x, float y, float z, float o = 0, TempSummonType despawnType = TEMPSUMMON_MANUAL_DESPAWN, uint32 despawnTime = 0, ObjectGuid privateObjectOwner = ObjectGuid::Empty);
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GameObject* SummonGameObject(uint32 entry, Position const& pos, QuaternionData const& rot, uint32 respawnTime /* s */, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, uint32 respawnTime /* s */);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, uint32 respawnTime /* s */, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN);
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Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = nullptr);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
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