[8146] Fixed handling of eventchance for CreatureEventAI. Author: ApoC

Check event chance after timers advances othewise event is
    not scheduled to next time period and event chance is again
    checked on next AI update.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-07-12 17:43:22 +08:00
parent d93977db11
commit aff3744e1a

View File

@@ -113,13 +113,6 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
if (pHolder.Event.event_inverse_phase_mask & (1 << Phase))
return false;
//Store random here so that all random actions match up
uint32 rnd = rand();
//Return if chance for event is not met
if (pHolder.Event.event_chance <= rnd % 100)
return false;
CreatureEventAI_Event const& event = pHolder.Event;
//Check event conditions based on the event type, also reset events
@@ -331,6 +324,13 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
if (!(pHolder.Event.event_flags & EFLAG_REPEATABLE))
pHolder.Enabled = false;
//Store random here so that all random actions match up
uint32 rnd = rand();
//Return if chance for event is not met
if (pHolder.Event.event_chance <= rnd % 100)
return false;
//Process actions
for (uint32 j = 0; j < MAX_ACTIONS; j++)
ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);