Creature/Scripting: Move CreatureAI::CanRespawn to CreatureScript::CanSpawn. Now also applies to initial spawn. Dynamic spawning prep.

(cherry picked from commit b3d44d6c36)

Game/Scripting: Follow-up to b3d44d6. Fix script selection for creatures on difficulty > 0.
(cherry picked from commit 91c2b3162d)

Build fix.
(cherry picked from commit a9f1151f2c)

Fine, this time I actually built it. Promise.
(cherry picked from commit 0c2c88ed50)
This commit is contained in:
treeston
2016-09-09 16:21:27 +02:00
committed by joschiwald
parent 9c36dd7e94
commit e941d7e04b
6 changed files with 23 additions and 15 deletions

View File

@@ -1706,6 +1706,15 @@ uint32 ScriptMgr::GetDialogStatus(Player* player, Creature* creature)
return tmpscript->GetDialogStatus(player, creature);
}
bool ScriptMgr::CanSpawn(ObjectGuid::LowType spawnId, uint32 entry, CreatureTemplate const* actTemplate, CreatureData const* cData, Map const* map)
{
ASSERT(actTemplate);
CreatureTemplate const* baseTemplate = sObjectMgr->GetCreatureTemplate(entry);
GET_SCRIPT_RET(CreatureScript, baseTemplate->ScriptID, tmpscript, true);
return tmpscript->CanSpawn(spawnId, entry, baseTemplate, actTemplate, cData, map);
}
CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature)
{
ASSERT(creature);