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authorKudlaty <none@none>2009-08-13 02:48:34 +0200
committerKudlaty <none@none>2009-08-13 02:48:34 +0200
commited637fbf1fec965c8eaaf6e41e939107a5ea9aab (patch)
tree2f6bbe89fecd7d1666fa22d6f4dd55ffda14c00f /src/bindings/scripts/include
parent46f4159c5ec165345859beac8ceca7581374aa6b (diff)
Merge [SD2]
r1211 Correct tempsummon type for adds and add spellId for future use. Patch by Abim - skip r1212 Added support for quest 6523. Patch by Meldanor - skip (already have that, just move waypoints to db) r1213 Add a few missing address-of operators and some general cleanup. r1214 Adjusting how pet are summoned and check when new pet can be summoned for sharkkis. - skip r1215 Added support for event related to quest 12727. Original patch by ckegg r1216 Some adjustments to function for controlling combat movement (MoveChase()) r1217 Use SetCombatMovement() for more scripts where expected and remove one useless function from Scripted_NoMovementAI (this may be fully removed) r1218 Correct script_texts, adding variable %s where missing (...and where expected. Note that not all creature emote texts contain name of sender). - skip r1219 Reset DATA_OPERA_OZ_DEATHCOUNT to 0 at start, in case event was previously run and incremented counter. r1220 Correct lost-in-process FillPointMovementListForCreature() for quest 12727 (copy/paste == bad) --HG-- branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp22
-rw-r--r--src/bindings/scripts/include/sc_creature.h8
2 files changed, 6 insertions, 24 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
index 956a76790f8..4438f42564f 100644
--- a/src/bindings/scripts/include/sc_creature.cpp
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -79,7 +79,7 @@ void SummonList::DespawnAll()
}
}
-ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), CombatMovement(true), m_uiEvadeCheckCooldown(2500)
+ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), m_bCombatMovement(true), m_uiEvadeCheckCooldown(2500)
{
HeroicMode = m_creature->GetMap()->IsHeroic();
}
@@ -572,9 +572,9 @@ void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 ui
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
}
-void ScriptedAI::SetCombatMovement(bool CombatMove)
+void ScriptedAI::SetCombatMovement(bool bCombatMove)
{
- CombatMovement = CombatMove;
+ m_bCombatMovement = bCombatMove;
}
// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
@@ -623,22 +623,6 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
return true;
}
-/*void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who)
-{
- if( !m_creature->getVictim() && m_creature->canAttack(who) && ( m_creature->IsHostileTo( who )) && who->isInAccessiblePlaceFor(m_creature) )
- {
- if (!m_creature->canFly() && !m_creature->IsWithinDist(who, CREATURE_Z_ATTACK_RANGE))
- return;
-
- float attackRadius = m_creature->GetAttackDistance(who);
- if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) )
- {
- who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
- AttackStart(who);
- }
- }
-}*/
-
void Scripted_NoMovementAI::AttackStart(Unit* who)
{
if (!who)
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
index 13d721f01ab..cfce5c25bfa 100644
--- a/src/bindings/scripts/include/sc_creature.h
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -190,14 +190,14 @@ struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
+ //Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
void SetCombatMovement(bool CombatMove);
+ bool IsCombatMovement() { return m_bCombatMovement; }
bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
- protected:
- bool CombatMovement;
-
private:
+ bool m_bCombatMovement;
uint32 m_uiEvadeCheckCooldown;
};
@@ -205,8 +205,6 @@ struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
{
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
- //Called if IsVisible(Unit *who) is true at each *who move
- //void MoveInLineOfSight(Unit* who);
//Called at each attack of m_creature by any victim
void AttackStart(Unit* who);