Implemented new event for EventAI, EVENT_T_RESET.

--HG--
branch : trunk
This commit is contained in:
_manuel_
2010-01-08 14:40:55 -03:00
parent d4228470e4
commit dcf4883b51
2 changed files with 10 additions and 0 deletions

View File

@@ -186,6 +186,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.ooc_los.repeatMin,event.ooc_los.repeatMax);
break;
case EVENT_T_RESET:
case EVENT_T_SPAWNED:
break;
case EVENT_T_TARGET_HP:
@@ -835,6 +836,14 @@ void CreatureEventAI::Reset()
if (bEmptyList)
return;
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_RESET)
ProcessEvent(*i);
}
//Reset all events to enabled
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
{

View File

@@ -58,6 +58,7 @@ enum EventAI_Type
EVENT_T_RECEIVE_EMOTE = 22, // EmoteId, Condition, CondValue1, CondValue2
EVENT_T_BUFFED = 23, // Param1 = SpellID, Param2 = Number of Time STacked, Param3/4 Repeat Min/Max
EVENT_T_TARGET_BUFFED = 24, // Param1 = SpellID, Param2 = Number of Time STacked, Param3/4 Repeat Min/Max
EVENT_T_RESET = 35, // Is it called after combat, when the creature respawn and spawn. -- TRINITY ONLY
EVENT_T_END,
};