diff options
| author | megamage <none@none> | 2009-08-29 17:14:47 -0500 |
|---|---|---|
| committer | megamage <none@none> | 2009-08-29 17:14:47 -0500 |
| commit | 69c487abe51ac655b1f9cd4bc7388fb01e30fb0e (patch) | |
| tree | 41714f3abf1ecbd78f2fdc8c5f1adce57e06b7c7 /src/bindings | |
| parent | 13eda038fd1c31565672191da20bac9cd392e60e (diff) | |
*Handle creature rotation using movement generator. Please tell me if this breaks any script.
--HG--
branch : trunk
Diffstat (limited to 'src/bindings')
| -rw-r--r-- | src/bindings/scripts/scripts/outland/coilfang_resevoir/serpent_shrine/boss_lurker_below.cpp | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/bindings/scripts/scripts/outland/coilfang_resevoir/serpent_shrine/boss_lurker_below.cpp b/src/bindings/scripts/scripts/outland/coilfang_resevoir/serpent_shrine/boss_lurker_below.cpp index fcc9c70a0f7..81df36cf986 100644 --- a/src/bindings/scripts/scripts/outland/coilfang_resevoir/serpent_shrine/boss_lurker_below.cpp +++ b/src/bindings/scripts/scripts/outland/coilfang_resevoir/serpent_shrine/boss_lurker_below.cpp @@ -163,6 +163,12 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI } } + void MovementInform(uint32 type, uint32 id) + { + if(type == ROTATE_MOTION_TYPE) + me->SetReactState(REACT_AGGRESSIVE); + } + void UpdateAI(const uint32 diff) { if(!CanStartEvent)//boss is invisible, don't attack @@ -216,10 +222,8 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI if (SpoutTimer < diff) { m_creature->MonsterTextEmote(EMOTE_SPOUT,0,true); - if(rand()%2) - m_creature->StartAutoRotate(CREATURE_ROTATE_LEFT,20000); - else - m_creature->StartAutoRotate(CREATURE_ROTATE_RIGHT,20000); + me->SetReactState(REACT_PASSIVE); + me->GetMotionMaster()->MoveRotate(20000, rand()%2 ? ROTATE_DIRECTION_LEFT : ROTATE_DIRECTION_RIGHT); SpoutTimer = 45000; WhirlTimer = 20000;//whirl directly after spout RotTimer = 20000; @@ -298,7 +302,7 @@ struct TRINITY_DLL_DECL boss_the_lurker_belowAI : public Scripted_NoMovementAI }else WaterboltTimer -= diff; } - if (!UpdateVictim()) + if (!UpdateCombatState()) return; DoMeleeAttackIfReady(); |
