Scripts/HoR: fixed conflict between multiple classes with same name

Closes #12051
This commit is contained in:
joschiwald
2014-05-11 18:13:02 +02:00
parent b76bcad46e
commit de6eddaa35
2 changed files with 10 additions and 5 deletions

View File

@@ -1606,7 +1606,7 @@ class npc_phantom_hallucination : public CreatureScript
void Reset() override
{
DoZoneInCombat(me, MAX_VISIBILITY_DISTANCE);
DoZoneInCombat(me, 150.0f);
}
void EnterEvadeMode() override
@@ -2089,6 +2089,9 @@ enum EscapeEvents
EVENT_LUMBERING_ABOMINATION_CLEAVE
};
namespace hor
{
class StartMovementEvent : public BasicEvent
{
public:
@@ -2106,6 +2109,8 @@ class StartMovementEvent : public BasicEvent
Creature* _owner;
};
} // namespace hor
struct npc_escape_event_trash : public ScriptedAI
{
npc_escape_event_trash(Creature* creature) : ScriptedAI(creature), _instance(creature->GetInstanceScript()) { }
@@ -2123,7 +2128,7 @@ struct npc_escape_event_trash : public ScriptedAI
void IsSummonedBy(Unit* /*summoner*/) override
{
DoZoneInCombat(me, MAX_VISIBILITY_DISTANCE);
DoZoneInCombat(me, 0.0f);
if (Creature* leader = ObjectAccessor::GetCreature(*me, _instance->GetData64(DATA_ESCAPE_LEADER)))
{
me->SetInCombatWith(leader);
@@ -2157,7 +2162,7 @@ class npc_raging_ghoul : public CreatureScript
me->CastSpell(me, SPELL_RAGING_GHOUL_SPAWN, true);
me->SetReactState(REACT_PASSIVE);
me->HandleEmoteCommand(EMOTE_ONESHOT_EMERGE);
me->m_Events.AddEvent(new StartMovementEvent(me), me->m_Events.CalculateTime(5000));
me->m_Events.AddEvent(new hor::StartMovementEvent(me), me->m_Events.CalculateTime(5000));
npc_escape_event_trash::IsSummonedBy(summoner);
}
@@ -2223,7 +2228,7 @@ class npc_risen_witch_doctor : public CreatureScript
me->CastSpell(me, SPELL_RISEN_WITCH_DOCTOR_SPAWN, true);
me->SetReactState(REACT_PASSIVE);
me->HandleEmoteCommand(EMOTE_ONESHOT_EMERGE);
me->m_Events.AddEvent(new StartMovementEvent(me), me->m_Events.CalculateTime(5000));
me->m_Events.AddEvent(new hor::StartMovementEvent(me), me->m_Events.CalculateTime(5000));
npc_escape_event_trash::IsSummonedBy(summoner);
}

View File

@@ -196,7 +196,7 @@ struct boss_horAI : BossAI
case ACTION_ENTER_COMBAT: // called by InstanceScript when boss shall enter in combat.
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
me->SetReactState(REACT_AGGRESSIVE);
DoZoneInCombat(me, MAX_VISIBILITY_DISTANCE);
DoZoneInCombat(me, 150.0f);
break;
default:
break;